THREE.JS / SOURCE PROMOTION

Stereo video

Source-shaped study of the pinned webxr_vr_video example: a looping HTML video feeds one VideoTexture, each inward sphere receives one half of the stereo atlas, and camera layers isolate the left/right views.

InitializingPreparing renderer

Preparing the stereo HTMLVideoElement stream and inward spheres...

backend
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texture
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video
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eye mode
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left layer
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right layer
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frames
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sample
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VR entry pointimmersive-vr
VR capability-

The VR button preserves the official immersive entry point and local reference-space request. Desktop QA uses a deterministic local capture stream; headset stereo views, pose delivery, and native session negotiation remain unverified.

Stereo atlas adapterdesktop fallback

The local adapter still uses an HTMLVideoElement → VideoTexture graph, but its capture stream replaces the official MaryOculus.webm/mp4 assets. The source's left UV half, right UV half, inward scale, layer 1, and layer 2 ownership remain explicit.

Runtime stateRUNNING

Source review, implementation, runtime verification, and whole-example fidelity are tracked independently. Native headset stereo output is intentionally not claimed by desktop QA.

Preparing graph contract...