Everything goes smoothly with the texture initially and the video plays correctly, but as soon as VR mode is activated using VRDisplay.requestPresent
, it suddenly stops. Any ideas on why this is happening and how it can be resolved?
Everything goes smoothly with the texture initially and the video plays correctly, but as soon as VR mode is activated using VRDisplay.requestPresent
, it suddenly stops. Any ideas on why this is happening and how it can be resolved?
The VR display operates on its own rendering loop. Typically, the needsUpdate
property is automatically set to true
during each animation frame by the three.js library, but this behavior only applies to the default display setting.
To address this issue, retrieve the VR display after the vrdisplayconnect
event and establish a custom update loop. For example:
let customDisplay = event.display;
let customUpdateLoop = () =>
{
// Pay attention to potential warnings if getFrameData is not utilized.
let frameData = new VRFrameData();
customDisplay.getFrameData(frameData);
videoTexture.needsUpdate = true;
// Halt the loop if the presentation is no longer active.
if (customDisplay.isPresenting)
customDisplay.requestAnimationFrame(customUpdateLoop);
}
customDisplay.requestAnimationFrame(customUpdateLoop);
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