VRDisplay
Deprecated
This feature is no longer recommended. Though some browsers might still support it, it may have already been removed from the relevant web standards, may be in the process of being dropped, or may only be kept for compatibility purposes. Avoid using it, and update existing code if possible; see the compatibility table at the bottom of this page to guide your decision. Be aware that this feature may cease to work at any time.
The VRDisplay
interface of the WebVR API represents any VR device supported by this API. It includes generic information such as device IDs and descriptions, as well as methods for starting to present a VR scene, retrieving eye parameters and display capabilities, and other important functionality.
An array of all connected VR Devices can be returned by invoking the Navigator.getVRDisplays()
method.
Properties
VRDisplay.capabilities
Read only- Returns a
VRDisplayCapabilities
object that indicates the various capabilities of theVRDisplay
. VRDisplay.depthFar
- Gets and sets the z-depth defining the far plane of the eye view frustum, i.e. the furthest viewable boundary of the scene.
VRDisplay.depthNear
- Gets and sets the z-depth defining the near plane of the eye view frustum, i.e. the nearest viewable boundary of the scene.
VRDisplay.displayId
Read only- Returns an identifier for this particular VRDisplay, which is also used as an association point in the Gamepad API (see
Gamepad.displayId
). VRDisplay.displayName
Read only- Returns a human-readable name to identify the
VRDisplay
. VRDisplay.isConnected
Read only- Returns a
Boolean
indicating whether theVRDisplay
is connected to the computer. VRDisplay.isPresenting
Read only- Returns a
Boolean
indicating whether theVRDisplay
is currently having content presented through it. VRDisplay.stageParameters
Read only- Returns a
VRStageParameters
object containing room-scale parameters, if theVRDisplay
is capable of supporting room-scale experiences.
Methods
VRDisplay.getEyeParameters()
- Returns the
VREyeParameters
object containing the eye parameters for the specified eye. VRDisplay.getFrameData()
- Accepts a
VRFrameData
object and populates it with the information required to render the current frame. VRDisplay.getLayers()
- Returns the layers currently being presented by the
VRDisplay
. VRDisplay.resetPose()
- Resets the pose for this
VRDisplay
, treating its currentVRPose.position
andVRPose.orientation
as the "origin/zero" values. VRDisplay.cancelAnimationFrame()
- A special implementation of
Window.cancelAnimationFrame
that allows callbacks registered withVRDisplay.requestAnimationFrame()
to be unregistered. VRDisplay.requestAnimationFrame()
- A special implementation of
Window.requestAnimationFrame
containing a callback function that will be called every time a new frame of theVRDisplay
presentation is rendered. VRDisplay.requestPresent()
- Starts the
VRDisplay
presenting a scene. VRDisplay.exitPresent()
- Stops the
VRDisplay
presenting a scene. VRDisplay.submitFrame()
- Captures the current state of the
VRLayerInit
currently being presented and displays it on theVRDisplay
.
Deprecated methods
VRDisplay.getPose()
- Returns a
VRPose
object defining the future predicted pose of theVRDisplay
as it will be when the current frame is actually presented. This method is deprecated — instead, you should useVRDisplay.getFrameData()
, which also provides aVRPose
object.
Obsolete methods
VRDisplay.getImmediatePose()
- Returns a
VRPose
object defining the current pose of theVRDisplay
, with no prediction applied. This is no longer needed, and has been removed from the spec. VRDisplay.hardwareUnitId
- Returns a
DOMString
defining the shared ID of the display, and any other devices that are part of that hardware set (e.g. controllers). This is no longer needed, and has been removed from the spec. Displays now useVRDisplay.displayId
, and corresponsing controllers will now return the same ID underGamepad.displayId
.
Examples
if(navigator.getVRDisplays) {
console.log('WebVR 1.1 supported');
// Then get the displays attached to the computer
navigator.getVRDisplays().then(function(displays) {
// If a display is available, use it to present the scene
if(displays.length > 0) {
vrDisplay = displays[0];
// Now we have our VRDisplay object and can do what we want with it
}
});
}
Note: You can see this complete code at raw-webgl-example.
Specifications
Specification | Status | Comment |
---|---|---|
WebVR 1.1 The definition of 'VRDisplay' in that specification. |
Draft | Initial definition |
Browser compatibility
BCD tables only load in the browser
See also
- WebVR API homepage
- https://mixedreality.mozilla.org/ — demos, downloads, and other resources from the Mozilla VR team.