True, true.  For example, if the ambient light sensing could deliver the kind 
of “estimation of ambient lighting” that Apple’s ARKit does, we could use that 
in rendering.

But, one question will be:  what of these capabilities should just be part of 
“WebAR”, and which can be used effectively independent of WebAR?  Especially 
when we think of issues discussed on this thread (e.g., threat models and 
security) having “things needed for AR” folded into WebAR, and accessible in 
the context of whatever permission model WebAR ends up using may be the way we 
want to go.

--
Blair MacIntyre
Principal Research Scientist
[email protected] <mailto:[email protected]>




> On Jul 24, 2017, at 11:07 AM, Mike Hoye <[email protected] 
> <mailto:[email protected]>> wrote:
> 
> 
> I have a sense that as AR gets richer and more nuanced that ambient light and 
> proximity sensing will become important as well, even if we're not there yet.
> 
> - mhoye
> 
> On 2017-07-24 10:39 AM, Blair MacIntyre wrote:
>> I was just about to say the same thing.  This API is essential for our AR 
>> work;  the fact that Firefox is different than other browsers is 
>> problematic, but there are javascript libraries that help with it.  Getting 
>> rid of it would be really bad.
>> 
>>> On Jul 24, 2017, at 9:57 AM, Ben Kelly <[email protected] 
>>> <mailto:[email protected]>> wrote:
>>> 
>>> On Mon, Jul 24, 2017 at 5:10 AM, Anne van Kesteren <[email protected] 
>>> <mailto:[email protected]>> wrote:
>>> 
>>>> * Device orientation
>>>> 
>>> Isn't this one required to build a decent web experience on mobile for some
>>> sites?  It seems pretty common on mobile to adjust the UX based on whether
>>> the device is in portrait/landscape orientation.
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> 

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