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Add display resolution to the HMDVRDevice prototype #6

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dmarcos opened this issue Jul 1, 2014 · 2 comments
Open

Add display resolution to the HMDVRDevice prototype #6

dmarcos opened this issue Jul 1, 2014 · 2 comments

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@dmarcos
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dmarcos commented Jul 1, 2014

We will support HMDs other than Oculus Rift DK1. We need a way to query for the display resolution

@vvuk
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vvuk commented Jul 2, 2014

What you really want is the best resolution to render at for the given FOV settings, not necessarily the display resolution. It also only matters in the WebGL case, but not he CSS case. I'm trying to avoid exposing this explicitly -- I was thinking instead to have the element that goes full screen on the HMD get resized to the right resolution, and then you can query the size with getBoundingClientRect if you explicitly need to know it (e.g. for a WebGL canvas).

The "window" and final render size will be at display resolution, but that's post-distortion etc., which isn't that interesting.

@toji
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toji commented Jul 2, 2014

Agreed that the display resolution isn't very interesting. It feels strange
to infer the render target size from the client rect, though.

On Wed Jul 02 2014 at 10:22:54 AM, Vladimir Vukicevic <
[email protected]> wrote:

What you really want is the best resolution to render at for the given FOV
settings, not necessarily the display resolution. It also only matters in
the WebGL case, but not he CSS case. I'm trying to avoid exposing this
explicitly -- I was thinking instead to have the element that goes full
screen on the HMD get resized to the right resolution, and then you can
query the size with getBoundingClientRect if you explicitly need to know it
(e.g. for a WebGL canvas).

The "window" and final render size will be at display resolution, but
that's post-distortion etc., which isn't that interesting.


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