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Getting Started with React VR

You're reading from  Getting Started with React VR

Product type Book
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Pages 294 pages
Edition 1st Edition
Languages
Author (1):
John Gwinner John Gwinner
Profile icon John Gwinner
Toc

Table of Contents (20) Chapters close

Title Page
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface
1. What is Virtual Reality, Really? 2. Flatland and Beyond: VR Programming 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

Summary


In this chapter, we discussed how to use the full power of three.js with React VR. While learning this, we demonstrated where to place native code and the React VR Native bridge. We built three.js meshes directly via JavaScript and added sound that made the world seem more alive. We also used React Native Views and the Native bridge to do customized rendering, including a reflection map—we added chrome to VR (as opposed to viewing VR with Chrome). We also showed how to get access to the React VR camera via the vr.player.renderer to do more three.js processing. 

With a full-blown three.js included, we really can do anything we want with React VR. We should, however, use React VR where it is needed, and three.js where we need a little more detail, otherwise React VR will be icing on a bolt. It would be liable to cause rust and easily fall off.

 

 

 

 

 

 

 

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