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immersive-web
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webxr-polyfill
Use the WebXR Device API today, providing fallbacks to native WebVR 1.1 and Cardboard
Apache License 2.0
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Also extend WebGL2RenderingContext
#21
Squareys
closed
6 years ago
6
Ported simple arm model from RayInput.js
#20
toji
closed
6 years ago
3
Add XRRay and update XRInputPose and XRInputSource attribute names
#19
jsantell
closed
6 years ago
7
Configure build system to handle gl-matrix for subsequent changes
#18
jsantell
closed
6 years ago
0
Reject exclusive sessions if a pre-existing exclusive request is pending
#17
jsantell
opened
6 years ago
0
Add XRWorldBlendMode to XRSession
#16
jsantell
closed
6 years ago
0
Convert polyfill to use gl-matrix directly
#15
toji
closed
6 years ago
5
Create XRRay
#14
jsantell
closed
6 years ago
1
Rename pointerOrigin and enum
#13
jsantell
closed
6 years ago
1
Implement getInputSources
#12
toji
closed
6 years ago
1
Enable polyfill to run at native refresh rate on Oculus Go.
#11
toji
closed
6 years ago
1
Prevent magic window sessions for overriding exclusive session's canvas size
#10
toji
closed
6 years ago
3
Fixed magic window sessions.
#9
toji
closed
6 years ago
1
Added `session` to `XRPresentationFrame`
#8
jsantell
closed
6 years ago
0
Add notice that the WebXR polyfill will introduce breaking changes
#7
jsantell
closed
6 years ago
0
Please make it clear that WebXR is not finished
#6
blairmacintyre
closed
6 years ago
1
Magic window uses outputContext's resolution, pixelated result
#5
jsantell
closed
6 years ago
0
Canvas obscured by other content on iOS10, Chrome/Safari
#4
jsantell
opened
6 years ago
0
Add support XRWebGLLayer.framebufferScaleFactor and XRWebGLLayer.requestViewportScaling()
#3
jsantell
opened
6 years ago
1
Add support for XRWebGLLayer.multiview
#2
jsantell
opened
6 years ago
1
Add support for XR Input
#1
jsantell
closed
6 years ago
1
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