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2D backwards compatibility #3

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avaer opened this issue Dec 25, 2018 · 4 comments
Open

2D backwards compatibility #3

avaer opened this issue Dec 25, 2018 · 4 comments

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@avaer
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avaer commented Dec 25, 2018

I've been experimenting on and off with WebVR/XR favicons for a few years, and I keep coming back to 2D. Getting web developers to make favicon assets is a tall order while the tooling is still immature.

Both sprite extrusion and billboarding seem like a possible on-ramp and zero-cost way to move from the 2D web to the 3D one, but that brings up the question: should we specify how the mapping from 2D to 3D works?

This almost seems more prescient to me than trying to declare a 3D format, for the time being.

@chrislatorres
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Found a relevant visual example of favicon sprite extrusions [0]. By billboarding do you mean strictly 2d, and always aligned with the camera? (e.g. not a 3d plane that can be seen from side/behind)

[0] https://www.willmcgugan.com/blog/tech/post/turning-website-favicons-in-to-3d-icons/

@raviramachandra
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@modulesio Yes, the choice to creating a 3D Assets lies with the authors. If they do recognize they are in XR world and are willing to provide an appropriate assets it, it will benefit the content's visual representation. But if they choose not to do, how a 2D asset will shown on a platform should be left to the User Agent or the Platform. For Example on Magic Leap devices, the browser just sticks the 2D favicon on the front face of the cube. Sprite Extrusion or Billboarding really can't be dictated on UAs.

@avaer
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avaer commented Jan 8, 2019 via email

@raviramachandra
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@modulesio UA's today can choose how to use a favicon in their respective platforms. I did not understand your concerns.

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