I didn’t received my device yet but I imagine what I will do when I will have it in my hands and I’m a bit frustrated actually.
I think the fact your provided a working example with Three.js is great for most of people but it’s not good for advanced programers who use to create their own framework from scratch.
Three.js is nice but have a lot of limitation concerning texture-management (the size of the texture in itself, the way Three.js update the texture, the way Three.js manage the UV coordonnates for each Texture object, etc…
I saw in the holoplay.js that it need a Threejs-driver to get it working and I would like to know what specific values contained in Three.Texture you need in your driver (to be able to use my own texture, without Three.js)
If you are not confortable with pure WebGL, I can adapt holoplay.js by myself and give you the code (as I said, I don’t received my device yet, I need you to test and adjust the property you need in the texture-object)
Thanks for reading