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 VRLayerInit
dictionary of the WebVR API represents a content layer (an HTMLCanvasElement
or OffscreenCanvas
) that you want to present in a VR display.
You can retrieve VRLayerInit
objects using VRDisplay.getLayers()
, and present them using the VRDisplay.requestPresent()
method.
Instance properties
VRLayerInit.leftBounds
Deprecated
-
Defines the left texture bounds of the canvas whose contents will be presented by the VRDisplay
.
VRLayerInit.rightBounds
Deprecated
-
Defines the right texture bounds of the canvas whose contents will be presented by the VRDisplay
.
VRLayerInit.source
Deprecated
-
Defines the canvas whose contents will be presented by the VRDisplay
when VRDisplay.submitFrame()
is called.
Examples
let layers = vrDisplay.getLayers();
if (navigator.getVRDisplays) {
console.log("WebVR 1.1 supported");
navigator.getVRDisplays().then((displays) => {
if (displays.length > 0) {
vrDisplay = displays[0];
console.log("Display found");
btn.addEventListener("click", () => {
vrDisplay.requestPresent([{ source: canvas }]).then(() => {
console.log("Presenting to WebVR display");
layers = vrDisplay.getLayers();
});
});
}
});
}
VRLayerInit
objects look something like this:
{
leftBounds : [],
rightBounds: [],
source: canvasReference
}
Note: The canvasReference
refers to the <canvas>
element itself, not the WebGL context associated with the canvas. The other two members are arrays
Specifications
This dictionary was part of the old WebVR API that has been superseded by the WebXR Device API. It is no longer on track to becoming a standard.
Until all browsers have implemented the new WebXR APIs, it is recommended to rely on frameworks, like A-Frame, Babylon.js, or Three.js, or a polyfill, to develop WebXR applications that will work across all browsers [1].
See also