just for info -- feel free to help them I guess :) ---------- Forwarded message ---------- From: <chromium at googlecode.com> Date: Wed, Jan 21, 2015 at 12:39 AM Subject: Re: Issue 389343 in chromium: Implement WebVR To: toni.alatalo at gmail.com Comment #2 on issue 389343 by bajones at chromium.org: Implement WebVR https://code.google.com/p/chromium/issues/detail?id=389343 Hi Siddharth, Fair warning: The experimental, shifting nature of the API and it's current pending state landing in Chrome's ToT make this a difficult effort to contribute to at the moment. There's no guarantee that any work done at this stage will eventually make it into Chrome (although obviously I hope it does.) With that said, there are a couple of areas where some additional input would be helpful. One of the biggest issues with the current builds is that extended desktop mode (on all platforms) does not run at the correct framerate for devices like the Oculus Rift DK2, which runs at 75Hz. In order to handle that correctly we would need to invoke "exclusive fullscreen" mode on the browser window after going fullscreen on the HMD. Any research into how/if that can be done in Chrome with WebVR would be valuable. Another potential area of contribution is finding a way to use SDK-native distortion rendering (like the Oculus SDKs ovrHmd_ConfigureRendering and related functions) instead of the re-implemented variants called by GLRenderer today. The current method works okay, but the ability to use the SDK versions will lessen the load of maintaining WebVR in the future and ensure that we are always using the best distortion method available. These are not small tasks, and will require a good working knowledge of Chrome's architecture. If you're up for the challenge, though, I would be glad for the help! -- You received this message because you starred the issue. You may adjust your notification preferences at: https://code.google.com/hosting/settings Reply to this email to add a comment.
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