A-Frame-Examples | A collection of examples using the A-Frame library | Learning library
kandi X-RAY | A-Frame-Examples Summary
kandi X-RAY | A-Frame-Examples Summary
A collection of examples using the A-Frame library.
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QUESTION
I wrote a custom shader for Conway's Game of Life, using three.js and A-Frame, which does all processing in the fragment shader. It works perfectly in a web browser on desktop. It also appears to work in the Quest browser, but when entering VR mode, the entire screen begins to flicker between the scene and a black screen.
I suspect that the problem is with the RenderTarget settings, or the way in which I switch between render targets, but I am not sure. The relevant code occurs within an A-Frame component tick function, which periodically switches between two render targets and back to the main scene as follows:
...ANSWER
Answered 2022-Mar-17 at 23:05If you follow Mugen87 comment quoted by Marquizzo ( " The idea is to disable xr, perform the rendering and then enable xr again"). All is working fine in VR. To disable XR and shadow map before the gpgpu computation do:
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