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Re: [Public WebGL] Oculus Rift

I've backed it; I'll hack in browser event support once I get my hands on a SDK :D

   - Vlad

----- Original Message -----
> 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 :)

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