This is an experimental technology
Because this technology's specification has not stabilized, check the compatibility table for usage in various browsers. Also note that the syntax and behavior of an experimental technology is subject to change in future versions of browsers as the specification changes.
The renderWidth
read-only property of the VREyeParameters
interface describes the recommended render target width of each eye viewport, in pixels.
Syntax
var myRenderWidth = eyeParametersInstance.renderWidth;
Value
A number, representing the width 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 'renderWidth' in that specification. |
Editor's Draft | Initial definition |
Browser compatibility
Feature | Chrome | Edge | Firefox (Gecko) | Internet Explorer | Opera | Safari (WebKit) |
---|---|---|---|---|---|---|
Basic support | No support[1] | (Yes) | 55 (55)[2] | No support | No support | No support |
Feature | Android | Edge | Firefox Mobile (Gecko) | IE Phone | Opera Mobile | Safari Mobile | Chrome for Android | Samsung Internet for GearVR |
---|---|---|---|---|---|---|---|---|
Basic support | No support | No support | 55.0 (55) | No support | No support | No support | (Yes)[3] | (Yes) |
[1] API Available on all platforms behind a flag, but currently only works on desktop in an experimental version of Chrome (other builds won't return any devices when Navigator.getVRDisplays()
is invoked).
[2] Currently only Windows support is enabled by default. Mac support is available in Firefox Nightly.
[3] Currently supported only by Google Daydream.
See also
- WebVR API homepage.
- MozVr.com — demos, downloads, and other resources from the Mozilla VR team.