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Obsolete
This feature is obsolete. Although it may still work in some browsers, its use is discouraged since it could be removed at any time. Try to avoid using it.
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 setFieldOfView()
method of the HMDVRDevice
interface can be used to set the field of view for one eye, or both eyes simultaneously.
Syntax
HMDVRDevice.setFieldOfView(leftFOV,rightFOV,zNear,zFar);
Parameters
leftFOV Optional
- A
object that defines the new field of view for the left eye. If not specified, the left eye field of view does not change.VRFieldOfView
rightFOV Optional
- A
object that defines the new field of view for the right eye. If not specified, the right eye field of view does not change.VRFieldOfView
zNear Optional
- The distance from the eyes of the nearest point of the view. The closest things can be and still be in the view. If not specified, the default is used —
0.01
. zFar Optional
- The distance from the eyes of the farthest point of the view. The furthest away things can be and still be in the view. If not specified, the default is used —
10000.0
.
Returns
Void.
Examples
The following simple example shows a function that can be used to set a custom field of view with four specified degree values for up, right, down and left. The VRFieldOfView()
constructor is used to create a VRFieldOfView
object from the supplied values, which is then fed into the setFieldOfView()
method (the default zNear
and zFar
values are always used, in this case.)
function setCustomFOV(up,right,down,left) { var testFOV = new VRFieldOfView(up,right,down,left); gHMD.setFieldOfView(testFOV,testFOV,0.01,10000.0); var lEye = gHMD.getEyeParameters('left'); var rEye = gHMD.getEyeParameters('right'); console.log(lEye.currentFieldOfView); console.log(rEye.currentFieldOfView); }
Note: When testing, setting a weird/tiny field of view can really mess up your view. It is a good idea to grab the current field of view first (using VREyeParameters.currentFieldOfView
) before making any drastic changes, so you can reset it afterwards if needed.
Specifications
Specification | Status | Comment |
---|---|---|
WebVR The definition of 'setFieldOfView()' in that specification. |
Editor's Draft | Initial definition |
Browser compatibility
Feature | Chrome | Firefox (Gecko) | Internet Explorer | Opera | Safari (WebKit) |
---|---|---|---|---|---|
Basic support | (Yes)[1] | 39 (39)[2] | No support | No support | No support |
Feature | Android | Firefox Mobile (Gecko) | Firefox OS (Gecko) | IE Phone | Opera Mobile | Safari Mobile | Chrome for Android |
---|---|---|---|---|---|---|---|
Basic support | No support | 39.0 (39)[2] 44.0 (44)[3] |
No support | No support | No support | No support | No support |
- [1] The support in Chrome is currently experimental. To find information on Chrome's WebVR implementation status including supporting builds, check out Bringing VR to Chrome by Brandon Jones.
- [2] The support for this feature is currently disabled by default in Firefox. To enable WebVR support in Firefox Nightly/Developer Edition, you can go to
about:config
and enable thedom.vr*
prefs. A better option however is to install the WebVR Enabler Add-on, which does this for you and sets up other necessary parts of the environment. - [3] The
dom.vr*
prefs are enabled by default at this point, in Nightly/Aurora editions.
See also
- WebVR API homepage.
- MozVr.com — demos, downloads, and other resources from the Mozilla VR team.