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Oculus docs are now on meta.com (#35974)
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Josh-Cena authored Sep 20, 2024
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2 changes: 1 addition & 1 deletion files/en-us/web/api/gamepad/displayid/index.md
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Expand Up @@ -42,7 +42,7 @@ window.addEventListener("gamepadconnected", (e) => {

This property was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/#gamepad-getvrdisplays-attribute) that has been superseded by the [WebXR Gamepads Module](https://immersive-web.github.io/webxr-gamepads-module/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/navigator/activevrdisplays/index.md
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Expand Up @@ -38,7 +38,7 @@ function showActive() {

This property was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/navigator/getvrdisplays/index.md
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Expand Up @@ -35,7 +35,7 @@ See [`VRDisplay`](/en-US/docs/Web/API/VRDisplay#examples) for example code.

This method was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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4 changes: 2 additions & 2 deletions files/en-us/web/api/ovr_multiview2/index.md
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Expand Up @@ -15,7 +15,7 @@ For more information, see also:
- [Multiview on WebXR](https://error.ghost.org/)
- [Multiview in babylon.js](https://doc.babylonjs.com/features/featuresDeepDive/cameras/multiViewsPart1)
- [Optimizing Virtual Reality: Understanding Multiview](https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/optimizing-virtual-reality-understanding-multiview)
- [Multiview WebGL Rendering for Oculus Browser 6.0+](https://developer.oculus.com/documentation/web/web-multiview/)
- [Multiview WebGL Rendering for Meta Quest](https://developers.meta.com/horizon/documentation/web/web-multiview/)

WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also [Using Extensions](/en-US/docs/Web/API/WebGL_API/Using_Extensions) in the [WebGL tutorial](/en-US/docs/Web/API/WebGL_API/Tutorial).

Expand All @@ -24,7 +24,7 @@ WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExt
>
> This extension is only available to {{domxref("WebGL2RenderingContext", "WebGL 2", "", 1)}} contexts as it needs GLSL 3.00 and texture arrays.
>
> Currently, there is no way to use multiview to render to a multisampled backbuffer, so you should create contexts with `antialias: false`. However, the Oculus browser (6+) also supports multisampling using the [`OCULUS_multiview`](https://developer.oculus.com/documentation/web/web-multiview/#using-multiview-in-webgl-20) extension. See also [this WebGL issue](https://github.com/KhronosGroup/WebGL/issues/2912).
> Currently, there is no way to use multiview to render to a multisampled backbuffer, so you should create contexts with `antialias: false`. However, the Oculus browser (6+) also supports multisampling using the [`OCULUS_multiview`](https://developers.meta.com/horizon/documentation/web/web-multiview/#using-oculus_multiview-in-webgl-20) extension. See also [this WebGL issue](https://github.com/KhronosGroup/WebGL/issues/2912).
## Constants

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Expand Up @@ -103,7 +103,7 @@ function drawVRScene() {

This method was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/vrdisplay/capabilities/index.md
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Expand Up @@ -28,7 +28,7 @@ See [`VRDisplayCapabilities`](/en-US/docs/Web/API/VRDisplayCapabilities#examples

This property was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/vrdisplay/depthfar/index.md
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Expand Up @@ -39,7 +39,7 @@ navigator.getVRDisplays().then((displays) => {

This property was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/vrdisplay/depthnear/index.md
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Expand Up @@ -38,7 +38,7 @@ navigator.getVRDisplays().then((displays) => {

This property was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/vrdisplay/displayid/index.md
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Expand Up @@ -28,7 +28,7 @@ See [`VRDisplayCapabilities`](/en-US/docs/Web/API/VRDisplayCapabilities#examples

This property was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/vrdisplay/displayname/index.md
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Expand Up @@ -30,7 +30,7 @@ See [`VRDisplayCapabilities`](/en-US/docs/Web/API/VRDisplayCapabilities#examples

This property was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/vrdisplay/exitpresent/index.md
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Expand Up @@ -88,7 +88,7 @@ if (navigator.getVRDisplays) {

This method was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/vrdisplay/geteyeparameters/index.md
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Expand Up @@ -39,7 +39,7 @@ See [`VREyeParameters`](/en-US/docs/Web/API/VREyeParameters#examples) for exampl

This method was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/vrdisplay/getframedata/index.md
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Expand Up @@ -115,7 +115,7 @@ function drawVRScene() {

This method was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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2 changes: 1 addition & 1 deletion files/en-us/web/api/vrdisplay/getimmediatepose/index.md
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Expand Up @@ -34,7 +34,7 @@ A {{domxref("VRPose")}} object.

This method was part of the old [WebVR API](https://immersive-web.github.io/webvr/spec/1.1/) that has been superseded by the [WebXR Device API](https://immersive-web.github.io/webxr/). It is no longer on track to becoming a standard.

Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers [\[1\]](https://developer.oculus.com/documentation/web/port-vr-xr/).
Until all browsers have implemented the new [WebXR APIs](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals), it is recommended to rely on frameworks, like [A-Frame](https://aframe.io/), [Babylon.js](https://www.babylonjs.com/), or [Three.js](https://threejs.org/), or a [polyfill](https://github.com/immersive-web/webxr-polyfill), to develop WebXR applications that will work across all browsers. Read [Meta's Porting from WebVR to WebXR](https://developers.meta.com/horizon/documentation/web/port-vr-xr/) guide for more information.

## Browser compatibility

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