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Re: [Public WebGL] Oculus Rift



I backed it as well, thinking of WebGL. The display portion should be doable right away (stereo shaders + fullscreen mode), but the input will be trickier. An npapi plugin that exposed the gyro/accel would be easy to throw together and could be released as an extension. If the device takes off maybe even exposing that data through the device APIs in the browser would be feasible, depending on how good their SDK is.

On Friday, August 3, 2012, Florian Bösch wrote:
I've just written a blog entry on this http://codeflow.org/entries/2012/aug/03/oculus-rift/#webgl-oculus-rift and I'm really excited about this device. I would love to get support for it in WebGL :)