WebXR: revisit approach to rendering camera frames for AR |
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Issue descriptionThe current design is that blink copies the texture to the frame buffer before telling the app to render, hence why pages need camera permissions. An alternative would be apps render to an rgba buffer, which we composite with camera frames browser-side (or gpu-side), but this isn't the currently implementation We could do browser-side compositing if we add exclusive session support that draws fullscreen. For non-exclusive with multiple canvases, I don't know an easy way to do this browser-side since we need the normal compositing flow, this would need complex hooks in compositing.
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Jun 8 2018
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Jul 4
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Jul 11
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Aug 7
Removing Blink>WebVR component and assigning to Blink>WebXR
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Aug 7
Removing Blink>WebVR component and assigning to Blink>WebXR
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Aug 7
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Aug 29
Marking this as P1 until we decide that we are going to target a release where AR requires the camera permission. If we want to have a separate AR permission, we will absolutely need this.
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Sep 4
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Sep 26
This is related to https://github.com/immersive-web/privacy-and-security/blob/d1a8ded7262e7d3d8c368fd57093a69b5fc53536/ARModeExploration.md. It may be that AR requires the camera permission anyway and the potential for JS to access camera frames is not an issue. |
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Comment 1 by ddorwin@chromium.org
, Apr 24 2018Labels: Proj-XR-AR
Status: Available (was: Untriaged)
Summary: WebXR: revisit approach to rendering camera frames for AR (was: WebAR - revisit approach to rendering camera frames)