VRDisplay.submitFrame()
Deprecated: This feature is no longer recommended. Though some browsers might still support it, it may have already been removed from the relevant web standards, may be in the process of being dropped, or may only be kept for compatibility purposes. Avoid using it, and update existing code if possible; see the compatibility table at the bottom of this page to guide your decision. Be aware that this feature may cease to work at any time.
The submitFrame()
method of the VRDisplay
interface captures the current state of the VRLayerInit
currently being presented and displays it on the VRDisplay
.
Note: This method was part of the old WebVR API. It has been superseded by the WebXR Device API.
The frame should subsequently be rendered using the VRPose
and matrices provided by the last call to getFrameData()
.
Syntax
vrDisplayInstance.submitFrame();
Parameters
None.
Return value
Void.
Examples
var frameData = new VRFrameData(); var vrDisplay; navigator.getVRDisplays().then(function(displays) { vrDisplay = displays[0]; console.log('Display found'); // Starting the presentation when the button is clicked: It can only be called in response to a user gesture btn.addEventListener('click', function() { vrDisplay.requestPresent([{ source: canvas }]).then(function() { drawVRScene(); }); }); }); // WebVR: Draw the scene for the WebVR display. function drawVRScene() { // WebVR: Request the next frame of the animation vrSceneFrame = vrDisplay.requestAnimationFrame(drawVRScene); // Populate frameData with the data of the next frame to display vrDisplay.getFrameData(frameData); // You can get the position, orientation, etc. of the display from the current frame's pose var curFramePose = frameData.pose; var curPos = curFramePose.position; var curOrient = curFramePose.orientation; // Clear the canvas before we start drawing on it. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // WebVR: Create the required projection and view matrix locations needed // for passing into the uniformMatrix4fv methods below var projectionMatrixLocation = gl.getUniformLocation(shaderProgram, "projMatrix"); var viewMatrixLocation = gl.getUniformLocation(shaderProgram, "viewMatrix"); // WebVR: Render the left eye’s view to the left half of the canvas gl.viewport(0, 0, canvas.width * 0.5, canvas.height); gl.uniformMatrix4fv(projectionMatrixLocation, false, frameData.leftProjectionMatrix); gl.uniformMatrix4fv(viewMatrixLocation, false, frameData.leftViewMatrix); drawGeometry(); // WebVR: Render the right eye’s view to the right half of the canvas gl.viewport(canvas.width * 0.5, 0, canvas.width * 0.5, canvas.height); gl.uniformMatrix4fv(projectionMatrixLocation, false, frameData.rightProjectionMatrix); gl.uniformMatrix4fv(viewMatrixLocation, false, frameData.rightViewMatrix); drawGeometry(); function drawGeometry() { // draw the view for each eye } ... // WebVR: Indicate that we are ready to present the rendered frame to the VR display vrDisplay.submitFrame(); }
Note: You can see this complete code at raw-webgl-example.
Specifications
This method was part of the old WebVR API that has been superseded by the WebXR Device API. It is no longer on track to becoming a standard.
Until all browsers have implemented the new WebXR APIs, it is recommended to rely on frameworks, like A-Frame, Babylon.js, or Three.js, or a polyfill, to develop WebXR applications that will work across all browsers [1].
Browser compatibility
Desktop | Mobile | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | WebView Android | Chrome Android | Firefox for Android | Opera Android | Safari on IOS | Samsung Internet | |
submitFrame |
No |
15-79 |
55
Windows support was enabled in Firefox 55.
64
macOS support was enabled in Firefox 64.
|
No |
? |
No |
No |
56-80
["Only works in an experimental version of Chrome. (Other builds won't return any devices when
Navigator.getVRDisplays() is invoked.)", "Daydream View supported in Chrome 56.", "Google Cardboard supported in Chrome 57."] |
55 |
? |
No |
6.0
Google Cardboard supported in Samsung Internet 7.0.
|
See also
- WebVR API homepage
- https://mixedreality.mozilla.org/ — demos, downloads, and other resources from the Mozilla VR team.
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https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/submitFrame