This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The renderWidth
read-only property of the VREyeParameters
interface describes the recommended render target width of each eye viewport, in pixels.
This is already in device pixel units, so there's no need to multiply by Window.devicePixelRatio before setting to HTMLCanvasElement.width.
var myRenderWidth = eyeParametersInstance.renderWidth;
A number, representing the width in pixels.
navigator.getVRDisplays().then(function(displays) { // If a display is available, use it to present the scene vrDisplay = displays[0]; console.log('Display found'); // Starting the presentation when the button is clicked: // It can only be called in response to a user gesture btn.addEventListener('click', function() { vrDisplay.requestPresent([{ source: canvas }]).then(function() { console.log('Presenting to WebVR display'); // Set the canvas size to the size of the vrDisplay viewport var leftEye = vrDisplay.getEyeParameters('left'); var rightEye = vrDisplay.getEyeParameters('right'); canvas.width = Math.max(leftEye.renderWidth, rightEye.renderWidth) * 2; canvas.height = Math.max(leftEye.renderHeight, rightEye.renderHeight); drawVRScene(); }); }); });
Specification | Status | Comment |
---|---|---|
WebVR 1.1 The definition of 'renderWidth' in that specification. | Draft | Initial definition |
Desktop | ||||||
---|---|---|---|---|---|---|
Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | |
Basic support | No | 15 | 55
|
No | ? | ? |
Mobile | |||||||
---|---|---|---|---|---|---|---|
Android webview | Chrome for Android | Edge Mobile | Firefox for Android | Opera for Android | iOS Safari | Samsung Internet | |
Basic support | No | 56
|
? | ? | ? | ? | 6.0 |
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https://developer.mozilla.org/en-US/docs/Web/API/VREyeParameters/renderWidth