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.
Preparing the stereo HTMLVideoElement stream and inward spheres...
- backend
- -
- texture
- -
- video
- -
- eye mode
- -
- left layer
- -
- right layer
- -
- frames
- -
- sample
- -
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.
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.
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...