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Hi, when using the getEyeParameters().renderRect size to set the size of the WebGL canvas, then Firefox renders the WebVR output wrong (Firefox Nightly 47.0a1, Windows 7, Oculus Rift DK2, SDK...

Hi, With the 0.4.3 Oculus SDK, I attempted to link up the Linux build with the oculus branch on this repo. It seems like there were some API changes on...

Currently, all CSS VR content share the same 3D context. This can be a problem in cases where we want elements to always render on-top regardless of their spatial positioning...

Implement CSS property to specify that a element is to be interpreted as a stereo left/right pair. This will be used in cases where we want to create stereo rendered...

Visible in this example: http://mozvr.github.io/cursor-target-test ![180](https://cloud.githubusercontent.com/assets/1560884/7874256/fcf2ac8e-0561-11e5-9d4c-51360eaac270.gif)

In windows, we had fullscreen automatically jump to the correct desktop. This meant that it was impossible to accept the fullscreen without unplugging the oculus display.

Virtual reality in the web is part of the concept. So thought would share. Being a web developer, a major part of my day goes into inspecting and tweaking elements...

The DK2 has a built in latency tester. The SDK has an API to access it: ovrHmd_ProcessLatencyTest https://developer.oculusvr.com/forums/viewtopic.php?f=55&t=10981 Can we expose it in the browser?

getVRDevices returns device information that is not very useful: ``` HMDVRDevice { hardwareUnitId: "uknownHMDInfo-0x18545800", deviceId: "somedevid", deviceName: "HMD Device" } PositionSensorVRDevice { hardwareUnitId: "uknownHMDInfo-0x18545800", deviceId: "somedevid", deviceName: "HMD Position Device"...

I created this planetarium demo to test performance: http://swimminglessonsformodernlife.com/cssVR/perfTest/ 1. You should see a star counter in the middle of your field of view (press ‘z’ if you don’t to...