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- <meta charset="utf-8">
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- </head>
- <body>
- <h1>[name]</h1>
- <p>
- This guide provides a brief overview of the basic components of a web-based VR application
- made with three.js.
- </p>
- <h2>Workflow</h2>
- <p>
- First, you have to include [link:https://github.com/mrdoob/three.js/blob/master/examples/js/vr/WebVR.js WebVR.js]
- into your project.
- </p>
- <code>
- <script src="/path/to/WebVR.js"></script>
- </code>
- <p>
- *WEBVR.createButton()* does two important things: It creates a button which indicates
- VR compatibility. Besides, it initiates a VR session if the user activates the button. The only thing you have
- to do is to add the following line of code to your app.
- </p>
- <code>
- document.body.appendChild( WEBVR.createButton( renderer ) );
- </code>
- <p>
- Next, you have to tell your instance of *WebGLRenderer* to enable VR rendering.
- </p>
- <code>
- renderer.vr.enabled = true;
- </code>
- <p>
- Finally, you have to adjust your animation loop since we can't use our well known
- *window.requestAnimationFrame()* function. For VR projects we use [page:WebGLRenderer.setAnimationLoop setAnimationLoop].
- The minimal code looks like this:
- </p>
- <code>
- renderer.setAnimationLoop( function () {
- renderer.render( scene, camera );
- } );
- </code>
- <h2>Next Steps</h2>
- <p>
- Have a look at one of the official WebVR examples to see this workflow in action.<br /><br />
- [example:webvr_ballshooter WebVR / ballshoter]<br />
- [example:webvr_cubes WebVR / cubes]<br />
- [example:webvr_dragging WebVR / dragging]<br />
- [example:webvr_lorenzattractor WebVR / lorenzattractor]<br />
- [example:webvr_panorama WebVR / panorama]<br />
- [example:webvr_paint WebVR / paint]<br />
- [example:webvr_rollercoaster WebVR / rollercoaster]<br />
- [example:webvr_sandbox WebVR / sandbox]<br />
- [example:webvr_sculpt WebVR / sculpt]<br />
- [example:webvr_vive_paint WebVR / vive / paint]<br />
- [example:webvr_vive_sculpt WebVR / vive / sculpt]<br />
- </p>
- </body>
- </html>
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