I was having problems getting into proper fullscreen mode. I narrowed it down to this function in webvr-manager.js:
WebVRManager.prototype.requestFullscreen_ = function() {
//vtvar canvas = document.body; <- original line..comment out
var canvas = this.renderer.domElement; <-- line was previously commented out
if (canvas.requestFullscreen) {
canvas.requestFullscreen();
} else if (canvas.mozRequestFullScreen) {
canvas.mozRequestFullScreen();
} else if (canvas.webkitRequestFullscreen) {
canvas.webkitRequestFullscreen();
}
};
I noticed the line:
var canvas = this.renderer.domElement;
was still in the code, just commented out -- like someone was afarid to completely delete it. Lo and behold, after I used this line instead of the original, my app properly went into fullscreen.
So there are obviously still some use cases where the "old" line worked. Or is there something I need to do in my app?
I am using the WebVR 1.0 branch of webvr-boilerplate
Here is the index.html for my code, if this helps:
I was having problems getting into proper fullscreen mode. I narrowed it down to this function in webvr-manager.js:
I noticed the line:
var canvas = this.renderer.domElement;
was still in the code, just commented out -- like someone was afarid to completely delete it. Lo and behold, after I used this line instead of the original, my app properly went into fullscreen.So there are obviously still some use cases where the "old" line worked. Or is there something I need to do in my app?
I am using the WebVR 1.0 branch of webvr-boilerplate
Here is the index.html for my code, if this helps:
Many Thanks.