@@ -568,7 +568,7 @@ function createProgramFromTags(
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var vsPrefix = [ "#version 300 es" ] ;
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if ( opt_multiview ) {
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- vsPrefix . push ( "#extension GL_OVR_multiview : require" ) ;
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+ vsPrefix . push ( "#extension GL_OVR_multiview2 : require" ) ;
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vsPrefix . push ( "layout(num_views = 2) in;" ) ;
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var addToMain = '' ;
@@ -588,7 +588,7 @@ function createProgramFromTags(
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var fsPrefix = [ "#version 300 es" ] ;
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if ( opt_multiview ) {
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- fsPrefix . push ( "#extension GL_OVR_multiview : require" ) ;
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+ fsPrefix . push ( "#extension GL_OVR_multiview2 : require" ) ;
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}
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fsPrefix . push ( "out mediump vec4 my_FragColor;" ) ;
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fs = fsPrefix . join ( '\n' ) + fs ;
@@ -1004,7 +1004,7 @@ function main() {
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g_fpsTimer = new tdl . fps . FPSTimer ( ) ;
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if ( isMultiviewSupportEnabled ( ) ) {
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gl = tdl . webgl . setupWebGL ( canvas , { antialias : false } , undefined , 'webgl2' ) ;
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- multiview = gl . getExtension ( 'WEBGL_multiview ' ) ;
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+ multiview = gl . getExtension ( 'OVR_multiview2 ' ) ;
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} else {
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gl = tdl . webgl . setupWebGL ( canvas ) ;
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}
@@ -2154,14 +2154,14 @@ function setupMultiviewFbIfNeeded() {
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gl . texParameteri ( gl . TEXTURE_2D_ARRAY , gl . TEXTURE_MAG_FILTER , gl . NEAREST ) ;
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gl . texParameteri ( gl . TEXTURE_2D_ARRAY , gl . TEXTURE_MIN_FILTER , gl . NEAREST ) ;
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gl . texImage3D ( gl . TEXTURE_2D_ARRAY , 0 , gl . RGBA8 , halfWidth , canvas . height , 2 , 0 , gl . RGBA , gl . UNSIGNED_BYTE , null ) ;
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- multiview . framebufferTextureMultiviewWEBGL ( gl . FRAMEBUFFER , gl . COLOR_ATTACHMENT0 , g_multiviewTex , 0 , 0 , 2 ) ;
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+ multiview . framebufferTextureMultiviewOVR ( gl . FRAMEBUFFER , gl . COLOR_ATTACHMENT0 , g_multiviewTex , 0 , 0 , 2 ) ;
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g_multiviewDepth = gl . createTexture ( ) ;
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gl . bindTexture ( gl . TEXTURE_2D_ARRAY , g_multiviewDepth ) ;
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gl . texParameteri ( gl . TEXTURE_2D_ARRAY , gl . TEXTURE_MAG_FILTER , gl . NEAREST ) ;
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gl . texParameteri ( gl . TEXTURE_2D_ARRAY , gl . TEXTURE_MIN_FILTER , gl . NEAREST ) ;
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gl . texImage3D ( gl . TEXTURE_2D_ARRAY , 0 , gl . DEPTH24_STENCIL8 , halfWidth , canvas . height , 2 , 0 , gl . DEPTH_STENCIL , gl . UNSIGNED_INT_24_8 , null ) ;
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- multiview . framebufferTextureMultiviewWEBGL ( gl . FRAMEBUFFER , gl . DEPTH_STENCIL_ATTACHMENT , g_multiviewDepth , 0 , 0 , 2 ) ;
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+ multiview . framebufferTextureMultiviewOVR ( gl . FRAMEBUFFER , gl . DEPTH_STENCIL_ATTACHMENT , g_multiviewDepth , 0 , 0 , 2 ) ;
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g_multiviewViewFb = [ null , null ] ;
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for ( var viewIndex = 0 ; viewIndex < 2 ; ++ viewIndex ) {
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