Closed spite closed 7 years ago
That's also blocked by the wrapping rewrite, huh?
Yes, on hold. Not really blocked, i haven't had time to add it yet (it has to work together with VRDisplay. requestPresent).
I was just wondering how to go about that. I see three options in the current code:
__layers
on the
prototype of VRDisplay
Or am I missing a way to store the information?
Am 21.10.2016 2:58 vorm. schrieb "Jaume Sanchez" notifications@github.com:
Yes, on hold. Not really blocked, i haven't had time to add it yet (it has to work together with VRDisplay. requestPresent).
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All these options are valid, really.
The quid here is converting from the canvas
elements passed to requestPresent
into a VRLayer
object: that is, populate leftBounds
and rightBounds
correctly.
Fun thing: I tried with the Vive and the latest Chromium build and leftBounds
and rightBounds
are set to null
. So for emulation that's a get-out-of-jail-free card, but I wonder if that implementation is deliberately that way.
That makes sense. I have a feeling the concept of layers will be useful and very powerful in future versions of the implementation, but for now, limited to a single canvas, it's pretty straightforward.
Implemented on https://github.com/spite/WebVR-Extension/pull/19#issuecomment-256964223 and deployed on 1.1.2. Thanks!
Return an array of VRLayer (TBD)