diff --git a/examples/screenshots/webxr_vr_layers.jpg b/examples/screenshots/webxr_vr_layers.jpg old mode 100644 new mode 100755 index 001fe203e0b94e..42e3dcb435f352 Binary files a/examples/screenshots/webxr_vr_layers.jpg and b/examples/screenshots/webxr_vr_layers.jpg differ diff --git a/examples/textures/snellen.png b/examples/textures/snellen.png index 2c86cc70ffd4ed..f4d1636894e5d0 100644 Binary files a/examples/textures/snellen.png and b/examples/textures/snellen.png differ diff --git a/examples/webxr_vr_layers.html b/examples/webxr_vr_layers.html index daa55ded24802d..5dbe64f7f7ac08 100644 --- a/examples/webxr_vr_layers.html +++ b/examples/webxr_vr_layers.html @@ -11,12 +11,21 @@
three.js media and projection layers
(Oculus Browser 16.1+) + +

This example demonstrates the use of WebXR Layers to render high quality text and video. + For static content such as text, using layers increases the usable resolution of the content by avoiding the extra resampling pass that occurs during normal VR rendering. + For dynamic content such as video, using layers also improves performance by only copying data when new frames are available.

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See the comments in the code for more information.

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