- From: Brandon Jones <bajones@google.com>
- Date: Tue, 29 May 2018 14:32:53 -0700
- To: Kip Gilbert <kgilbert@mozilla.com>
- Cc: "public-webvr@w3.org" <public-webvr@w3.org>
- Message-ID: <CAEGwwi2Ga=txOCZrrXH=3O6TBf_g=myBfJXsi8r54KkRaTUXiA@mail.gmail.com>
Thanks Kip! The notes are highly appreciated! On Tue, May 29, 2018 at 1:57 PM Kip Gilbert <kgilbert@mozilla.com> wrote: > FYI - Minutes from the TAG call are located here: > > > https://github.com/w3ctag/meetings/blob/gh-pages/2018/telcons/05-29-minutes.md > > Cheers, > - Kip > > > On May 29, 2018, at 1:56 PM, Kip Gilbert <kgilbert@mozilla.com> wrote: > > I took some notes from this call. Please advise if I missed anything... > > Kip: > > - Gave re-cap of TAG call earlier in the day > > Brandon: > > - Any announcements to bring up with the rest of the group? > - [No announcements] > > > - Agenda items are a bunch of pull requests > - Trying to get through a backlog of issues > - Brandon has been triaging issues > - 101 -> 55 issues :-) > - One more thing - Managed to close down the oldest bug in the repo, > by configuring travis to deploy the updated html when pushing to bikeshed! > - Now we don’t have to worry about massive diffs in the html file. > - On to the pull requests… > > > *Renamed pointerOrigin and enum values to reflect usage pattern, not > device type. (**#342* <https://github.com/immersive-web/webxr/pull/342>*)* > > - Not changing too much > > Lewis: > > - Origin pull request has functional authorizations, backed out. Now > using a matrix rather than individual vectors > - Now just a terminology change > > Brandon: > > - Now accommodates hololens better. Do have a hand, but is a gaze > pointer on hololens > - Happy with where pull request is now > - Anyone have concerns > > Trevor: > > - No problems here > > Brandon: > > - Merged! > > > *Created an explicit XRRay type (**#357* > <https://github.com/immersive-web/webxr/pull/357>*)* > Brandon: > > - Primarily pull request that I’ve got includes a vector3 type. > - Appropriate in this case for a couple of reasons > - Primarily looking forward and would like this type to serve as input > for hit testing in the future > - Ensure that datatype has some basic guarantees - Can normalize it, > always guarantee returns a normalized direction, can throw on assign with > zero length vector > - Alternative would have been to use a DOMPoint. Work in progress > spec, and would be 4 component. > - Alternative could also be to split out members for each component > (awkward) > - Hope to leave it as nothing but a storage type. Don’t expect to > attach math operators > > > Kip: > > - What would the evolution be.. Arrays of the types or a type called > “Vector3Array”. What about matrices? > > > Brandon: > > - Reluctant to introduce mathematical operations to deal with these > types specifically > - Don’t want to become the defacto lib for this on the web. Difficult > to do effectively. > - For matrices not quite as necessary. > - I have a transform matrix getter mostly as a developer convenience. > This can be implemented as a lasy getter without worrying about the > components being modified later. WebGL takes these as arrays. > > > Kip: > > - I agree with this, but want to pre-empt the inevitable questions > about why Vector3 and not others > - Brandon: > - Would be a good addition to the explainer > > > Brandon: > > - Please add any comments before merged. > > > *Specify timing/behavior of the resetpose event (**#358* > <https://github.com/immersive-web/webxr/pull/358>*)* > Alex: > > - Clarify what resetPose means. > - Is it good/okay for this to be platform specific or should be unify > to the extent we can > - Some platforms have system recenter behaviour, and should re-surface > that > - Do we want to take a stronger stance in WebXR on how the stage > responds? > - Windows MR allows some variation > > Brandon: > > - Good point, worth considering > - Difficult to see as things stand right now and feel confident that > we could successfully enumerate all off those. > - Likely to be platform specific behaviour > - Worth enumerating what applications do in response to something like > this. In reality the behaviour is absolutely nothing. Users are used to > what is expected from the platform. > - Probably some worthwhile patterns. > - It’s reasonable for applications to make these kinds of adjustments > during a reset. > > > Kip: > > - Content may need to know that motion was due to reset and adjust > physics / gameplay to accommodate. > > > *Add text explaining the depth range values. (**#359* > <https://github.com/immersive-web/webxr/pull/359>*)* > Brandon: > > - Explaining the meaning of depth near and far > - Nell and Kip have given approval. > - Can we merge? > - Someone might have concern about when changes to the depth value > take effect (eg, next frame, timing concerns). > > Kip: > > - Firefox depth values take effect on the next frame. > - Can we normalize across platforms? > > Brandon: > > - Is it reasonable to have language such as “the next frame” on > platforms that may be more asynchronous. > - May need more infrastructure around this, such as a function that > returns a promise. > - Any Microsoft folks have some feedback > > Yashar: > > - Need a little more time. > > > *Clarified when exclusive sessions are rejected (**#360* > <https://github.com/immersive-web/webxr/pull/360>*)* > Brandon > > - Had a conversation on a previous call > - Raphael said if there is an outstanding request, new ones should > reject > - This text formalizes that > - Nell has a comment about blocking. > > Yashar: > > - There will be some feedback from Microsoft > > > *Removed multiview attribute from XRWebGLLayer (**#361* > <https://github.com/immersive-web/webxr/pull/361>*)* > Brandon > > - Simple pull request with wider implications > - Not clear that multiview functionality on WebGLLayer is a tractable > approach. > - This reviews multi view boolean from creation and attributes > - Also pushed a branch with a commit that goes further with if we want > to introduce multi view back as a texture array mechanism, this is how it > would look. > - Two issues - “No multi view can’t be a thing”, “Does anybody A. Have > comments about the outline on how we could pursue it in the future, B. Does > anybody feel like multi view really absolutely be a minimum viable product > for V1” > > Artem: > > - My problem is that multi view is already not very user friendly, > requiring a lot of changes in your existing code > - Just to adopt WebGL already need to change vertex shaders, then also > need to add a ton of code to create the texture arrays and such. Problem > is that the approach complicates things. Adoption of multi view may not be > great. > > Brandon > > - Would like two see this adopted in as many places as possible > - Multiview is not available on as much hardware as one would expect > due to driver vendors. > - Native implementations require texture arrays > - Question wisdom of papering over the feature capabilities in the > underlying platform. > - Concerned about no matter what you do, there’s going to be a certain > amount of shader changes that are needed to take advantage of this. It > would be great if we could get everyone to do it from the beginning, but if > the requirement is that they have to change all of the shaders to make it > work with multi view, then people would never bother with multiview at > all. If exposing multi view on top of WebGL 1 path, then can’t > interoperate with modules from 3rd parties such as particle libraries. > > Artem: > > - Threejs is WebGL 1 > > Brandon > > - WebGL 2 is WIP for threejs. > - Would lead to one or nothing. > > Kip > > - Work to implement multi view is similar to work needed to port to > WebGL 2, so maybe not too bad to just support in WebGL 2 without > compromise. Do what’s best in WebGL 2. > > Brandon > > - Look forward to more comments on PR > - End of agenda items. Anyone have something else to bring up in last > few minutes? > - Thanks for joining call - AR call next week. > > > — end — > > On May 26, 2018, at 12:12 PM, Brandon Jones <bajones@google.com> wrote: > > Sending the agenda out early this week because Monday is a US holiday and > if I wait till then I'm certain to forget to send one. And that would be > bad, because we've got a ton of pull requests to cover this week! > > *Call Agenda Items:* > > - Renamed pointerOrigin and enum values to reflect usage pattern, not > device type. (#342 <https://github.com/immersive-web/webxr/pull/342>) > - Created an explicit XRRay type (#357 > <https://github.com/immersive-web/webxr/pull/357>) > - Specify timing/behavior of the resetpose event (#358 > <https://github.com/immersive-web/webxr/pull/358>) > - Add text explaining the depth range values. (#359 > <https://github.com/immersive-web/webxr/pull/359>) > - Clarified when exclusive sessions are rejected (#360 > <https://github.com/immersive-web/webxr/pull/360>) > - Removed multiview attribute from XRWebGLLayer (#361 > <https://github.com/immersive-web/webxr/pull/361>) > > Please reply with any additional items you'd like to see addressed. > > *Call date:* Tuesday, May 29th (and every other Tuesday thereafter) > *Call time:* 1:00 PM PST for one hour > > WebEx call details are posted to the internal-webvr@w3.org mailing list, > accessible to any community group member. > > > >
Received on Tuesday, 29 May 2018 21:33:37 UTC