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This adds a test that shows the areas and strength of the foveated areas in an XR scene

@cabanier cabanier requested a review from toji October 28, 2024 22:11
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Thanks! Great idea for a test page. I appreciate that it looks like it'll work regardless of how the underlying foveation is applied. A couple of comments that I'd appreciate being addressed prior to landing.

@@ -0,0 +1,553 @@
<!doctype html>
<!--
Copyright 2018 The Immersive Web Community Group
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Copyright 2018 The Immersive Web Community Group
Copyright 2024 The Immersive Web Community Group

}
}

function createScene(gl)
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As this is a test page and not a "sample" I'm not too concerned about it, but this is pretty different from the structure of most of our pages. From the looks of the comments it seems like it's ported from some Meta sample code? If it's publicly accessible code it would be good to add a comment somewhere indicating what this code is based on with a URL where the original can be found.

for ( var i = 0; i < NUM_INSTANCES; i++ )
{
obj.CubePositions[i] = { x:0, y:0, z:0 };
// Using volatile keeps the compiler from optimizing away multiple calls to ovrScene_RandomFloat().
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It would be worth doing a pass over the comments to make sure they still make sense in this context. volatile isn't a concept that your average JavaScript developer knows about (or wants to know about, for that matter...😁)

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2 participants