three.js VR renderer does frustum culling based on only the left eye, causing premature clipping on the right eye.

Description of the problem

The VR renderer does frustum culling based on the frustum of the left eye camera. It applies the same culling to the right eye. As a result, when an object leaves the left eye’s view, the user can see the object flash out on the corner of the right eye periphery.

Saw https://github.com/w3c/webvr/issues/203 was linked.

#11523

Three.js version
  • Dev
  • r89
Browser
  • All of them
  • Chrome
  • Firefox
  • Internet Explorer
OS
  • All of them
  • Windows
  • macOS
  • Linux
  • Android
  • iOS
Hardware Requirements (graphics card, VR Device, …)

VR Device

Author: Fantashit

1 thought on “three.js VR renderer does frustum culling based on only the left eye, causing premature clipping on the right eye.

  1. This still happens (e.g., on Oculus Rift). Objects disappear out of the corner of the right eye while turning head. Is there an issue this is being tracked?

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