Gwir Posted June 22, 2016 Share Posted June 22, 2016 Hi, i have a webVrFreeCamera that correctly follows Oculus tracking and orientation, i can't get video output on Oculus. The demos on MozVR are written in THREE.js and they have a button that enables vr mode. They works fine. How can i get the same behaviour in Babylon.js? Quote Link to comment Share on other sites More sharing options...
RaananW Posted June 22, 2016 Share Posted June 22, 2016 Hi Gwir! Three.JS has it? So do we! The WebVRFreeCamera has a function called requestVRFullscreen . call this function and the screen will open full screen in your wonderful Oculus rift. Quote Link to comment Share on other sites More sharing options...
Gwir Posted June 23, 2016 Author Share Posted June 23, 2016 16 hours ago, RaananW said: Hi Gwir! Three.JS has it? So do we! The WebVRFreeCamera has a function called requestVRFullscreen . call this function and the screen will open full screen in your wonderful Oculus rift. Already tried that, no result. I can see the scene for a sec, then the oculus turns black again. Quote Link to comment Share on other sites More sharing options...
RaananW Posted June 28, 2016 Share Posted June 28, 2016 Hi Gwir, do the demos on mozvr.com work? Quote Link to comment Share on other sites More sharing options...
Gwir Posted June 28, 2016 Author Share Posted June 28, 2016 SOLVED. Apparently CastorGUI has some problem with my configuration (DK2 v0.8 and firefox nightly), removing all CastorGUI code components and calling requestVRFullscreen() solved the problem. Thank you. Quote Link to comment Share on other sites More sharing options...
RaananW Posted June 28, 2016 Share Posted June 28, 2016 Great! Would be nice to know what happened with castor, but I am glad it works nonetheless. Quote Link to comment Share on other sites More sharing options...
dbawel Posted June 29, 2016 Share Posted June 29, 2016 The reason that the CastorGui extension won't allow full screen is that it is based in HTML and not WebGL natively. I use a combination of bGUI and CastorGUI - bGUI for the ability to scale your scene and GUI to the device's native resolution, and CastorGUI for any HTML objects such as floating windows and functions within them. They are both great extensions, but you need to remove any buttons in CastorGUI and either build them yourself, or use bGUI for your WebGL buttons. If you do need any HTML GUI objects, then this wil work as long as the main GUI is based in WebGL. I need both, so I use both, and am able to go full screen on any device - which is the real beauty of WebGL. If you look at the bGUI code, it does a fantastic job of setting up your scene to fit to any device and any browser. And CastorGUI handles everything bGUI doesn't. DB Quote Link to comment Share on other sites More sharing options...
RaananW Posted June 29, 2016 Share Posted June 29, 2016 I only used bGui until now. You can always try the new canvas2D which is guaranteed to work in full screen and vr as well. dbawel 1 Quote Link to comment Share on other sites More sharing options...
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