Fix WebGPU XR stereo viewport and harden vr-lod example#8761
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- Renderer#setCameraUniforms and GSplatManager#sortGpuHybrid now read the per-eye viewport from camera.xr.views.list[0].viewport directly instead of halving target.width — works for both side-by-side single-texture and multi-pass per-eye-view layouts. - vr-lod example: drop the desktop mirror to half-DPR when devicePixelRatio >= 2 to avoid Vision Pro Safari reboots under sustained gsplat fragment load. - vr-lod example: add an in-iframe Enter VR button so WebXR's transient-activation requirement is satisfied; remove the broken controls-panel XR toggle.
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Fix WebGPU XR stereo rendering and polish the VR LOD example so it runs reliably on Apple Vision Pro.
Changes:
Renderer#setCameraUniformsandGSplatManager#sortGpuHybridnow read the per-eye viewport fromcamera.xr.views.list[0].viewportdirectly instead of inferring per-eye width by halvingtarget.width. The XR bridge already reports the correct per-eye rectangle for both side-by-side single-texture layouts and multi-pass per-eye-view layouts, so the explicit halving (which produced quarter-eye widths under WebGPU multiview) is gone.devicePixelRatio >= 2. The previous 2× DPR triggered Vision Pro Safari to reboot after ~15 s of gsplat fragment load.