THREE.JS / SOURCE PROMOTION

AR camera access

Source-shaped study of the pinned webxr_ar_camera_access example: ARButton, required camera-access, Timer, a rotating cube, viewer poses, camera-bearing views, and renderer.xr.getCameraTexture().

InitializingPreparing renderer

Preparing the transparent WebGL2 AR scene and camera-texture lifecycle...

backend
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feature
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texture
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source
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native
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frames
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sample
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XR
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AR entry pointcamera-access
AR capabilitysee metrics

The AR button requests the exact required camera-access feature. Desktop QA uses a generated camera-texture adapter; native XRCamera views and opaque camera images require an AR-capable device.

Desktop camera-texture adapterexplicit fallback

The synthetic texture makes the material-map seam observable on desktop. It is not evidence of native camera passthrough, camera permission, opaque-texture sampling, or whole-example fidelity.

Runtime stateRUNNING

The source clears the cube map without a session, reads the first camera-bearing viewer view during XR, binds getCameraTexture(view.camera), and rotates the cube from Timer.getDelta().