ObsoleteThis feature is obsolete.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 technologyCheck the Browser compatibility table carefully before using this in production.
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
VRFieldOfView
object that defines the new field of view for the left eye. If not specified, the left eye field of view does not change. rightFOV Optional
- A
VRFieldOfView
object that defines the new field of view for the right eye. If not specified, the right eye field of view does not change. 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.
Browser compatibility
The compatibility table on this page is generated from structured data. If you'd like to contribute to the data, please check out https://github.com/mdn/browser-compat-data and send us a pull request.
Update compatibility data on GitHub
Desktop | Mobile | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Chrome
No support No |
Edge
No support No |
Firefox Full support 39 Full support 39 Notes' 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 |
IE
No support No |
Opera
No support No |
Safari
No support No |
WebView Android
No support No |
Chrome Android Full support 62 Full support 62 Notes' 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. |
Firefox Android Full support 44 Full support 44 Notes' The Notes' 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 |
Opera Android
No support No |
Safari iOS
No support No |
Samsung Internet Android
Full support 8.0 |
Legend
- Full support
- Full support
- No support
- No support
- Non-standard. Expect poor cross-browser support.'
- Non-standard. Expect poor cross-browser support.
- Deprecated. Not for use in new websites.'
- Deprecated. Not for use in new websites.
- See implementation notes.'
- See implementation notes.
- User must explicitly enable this feature.'
- User must explicitly enable this feature.
See also
- WebVR API homepage.
- MozVr.com — demos, downloads, and other resources from the Mozilla VR team.
HMDVRDevice.setFieldOfView() by Mozilla Contributors is licensed under CC-BY-SA 2.5.