Hi,
we've already implemented an open source library that integrates WebGL,
WebAudio, DeviceOrientation and gUM to create an easy to use VR/AR
framework that runs on Rift, Glass, mobile, tablet, pc, etc.
Here's an overview of our API.
https://buildar.com/awe/tutorials/intro_to_awe.js/index
Hi Feras/Takeshi,
thanks for proactively dealing with all our feedback 8)
I'll definitely see if there's any further feedback on the updated spec
from the people that participated at the FOMS session.
And I'd also be happy to do the same with the Media Capture and Streams
TF/WG too as this r
That's a great overview!
There's 2 points I think haven't fully been addressed.
1. Section 8. Navigation
Much of this work (and HTML5 in general) is about bringing the Web
Platform up to being "equal" with "native apps". But one thing that the
Web does that native apps can't do is deep linkin
Sounds good.
Thanks.
roBman
On 1/11/13 4:43 PM, Feras Moussa wrote:
Yes, WebSockets was missing - I've gone ahead and updated the spec to include
it.
Thanks for sharing the links, the content is well thought out. In particular,
your diagram does a good job summarizing some of the key consu
Along with WebSockets as Aymeric mentioned...WebRTC DataChannels are
also missing.
And I think Aymeric's point about MediaStream is important too...but
there is very strong push-back from within the Media Capture & Streams
TF that they don't think this is relevant 8/
Also, here's a couple of
+1
roBman
On Wed, 5 Sep 2012 14:03:35 +1000
Mark Nottingham wrote:
> The current draft of XHR2 doesn't allow clients to set the UA header.
>
> That's unfortunate, because part of the intent of the UA header is to
> identify the software making the request, for debugging / tracing
> purposes.
Sorry to jump in the middle of your discussion but after reading Eric's
questions e.g.
I haven't fully absorbed the MediaStream API, but perhaps it
would be more natural to make a connector in that API rather
than modifying Blob?
I think this use case also applies