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Fullscreen Mode to support Oculus 0.7 SDK on Win10 #51

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andreaskoepf opened this issue Oct 9, 2015 · 3 comments
Closed

Fullscreen Mode to support Oculus 0.7 SDK on Win10 #51

andreaskoepf opened this issue Oct 9, 2015 · 3 comments

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@andreaskoepf
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I saw on your todo list is already the point 'fullscreen'. I just wanted to point out that full-screen is very important for Windows 10 Firefox users. Currently when you navigate to http://brianpeiris.github.io/RiftSketch with Nightly and DK2 on Win10 only the position tracking is active and the graphics output still is rendered to the browser window. I believe to fix this a call to 'setFullScreen(true)' in VREffect.js would be required. At least all the other demos on the http://mozvr.com/ page work perfectly on my machine and switching to fullscreen mode seems to be the only difference. (Unfortunately the classic F11 fullscreen-mode is not enough.)

The relevant call is probably:

canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
@brianpeiris
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Thanks for the feedback. The latest code in the master branch fixes compatibility, which also includes fullscreen support via webvr-boilerplate. If you test it out, I'd love to know if it works in Windows 10. Still working on releasing it though.

@andreaskoepf
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Yes, the master branch version allows me to successfully switch into VR mode on my Win10 machine! The only problem: As reported in #47 the editor is displayed rotated 90° to the right. Is there a way to move my position and orientation in the VR world?
I was using Firefox nightly 44.0a1 (2015-10-13) with DK2 SDK 0.7, Win10, NVidia GTX980Ti.

@brianpeiris
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Cool. No way to rotate your body right now. As a workaround, you can turn your head to look in the opposite direction and then reset the HMD orientation with Ctrl/Alt+Shift+z

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