Comments (2)
Yes, there is specified behavior, see https://immersive-web.github.io/dom-overlays/#css-pseudo-class
The overlay element is a backdrop root.
NOTE: Backdrop filter effects on the DOM overlay element or its descendants do not modify the AR camera image (if applicable) or the rendered content drawn to the immersive session’s XRWebGLLayer.
While it would indeed be cool if this could work, it would be a challenge to implement. The current smartphone AR implementation composes the camera data and GL drawn content separately from the DOM content, so the needed source pixel data for filtering isn't currently available in the DOM compositor. While this would potentially be fixable for smartphone AR, it's even more difficult for a see-through AR headset. That may not have a color camera image to use as input for compositing, and it would be tricky to do this correctly for each eye, especially if it's an additive-only display that can't darken the camera image.
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Ah this makes sense, thanks for the fast reply :D
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Related Issues (20)
- Add DOM Overlay test to WPT HOT 1
- Spell out how optional Fullscreen API integration works HOT 6
- Interoperability and compatibility - browser vendors & web developers support for DOM Overlay HOT 1
- Clarification on domOverlay element and sizing HOT 8
- DOM overlay not well-defined for non-roots HOT 9
- Cross origin content and input
- Overide css for overlaid element HOT 7
- Consider calling out XFO and `frame-ancestors` in addition to `frame-src`.
- Rethink non-goals: placing DOM elements in the 3D scene HOT 9
- Spec forces a choice of pointing ray
- Accessibility out of scope? HOT 2
- `beforexrselect` confusion HOT 1
- Feature 'dom-overlay' is not supported for mode: immersive-vr HOT 4
- XRDOMOverlayState should be an interface
- Use cases for DOM Overlays in VR HOT 31
- Configuring the active DOM element for the overlay HOT 6
- Decide on the feature name HOT 3
- Request for Examples HOT 4
- At what distance should this overlay be placed w/ Head Mounted MR devices HOT 10
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