Hello refined community,
I am afraid I already know the answer to my question, but... does the Carmel Developer Preview support WebGL2 at all?
I just recently finished porting one of my projects to WebGL2, then today I added WebVR to it (using one of the Carmel Starter Kit examples as reference), it seems to be ok but when I try to run on the GearVR (opening the app using ovrweb protocol), it just fails with "No WebGL2 support".
The app already runs normally under WebGL2, both on PC and the S7 Edge (I use Chrome to test). I even have the built-in sensors head-tracking working on a Google Cardboard similar. I want it to automatically detect and work with GearVR sensors as well, but through proper WebVR API and not through a Cardboard hack.
If there is no support for WebGL2 at all, I'll consider packing it as a "native" app using something like Cordova, and see if I can proceed from there.