Experimental
This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The renderHeight
read-only property of the VREyeParameters
interface describes the recommended render target height 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.height.
Syntax
var myRenderHeight = eyeParametersInstance.renderHeight;
Value
A number, representing the height in pixels.
Examples
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();
});
});
});
Specifications
Specification | Status | Comment |
---|---|---|
WebVR 1.1 The definition of 'renderHeight' 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.