


Linux and Mac OS) OpenGL support is automatically enabled if the relative headers and libraries are found. Note: On those platforms which use a configure script (e.g. The values that should be set up and their meanings will be described below. To set up the attributes for the canvas (number of bits for the depth buffer, number of bits for the stencil buffer and so on) you should set up the correct values of the attribList parameter. This is still supported in the current version but is deprecated now and will be removed in the future, please update your code to create the rendering contexts explicitly. Notice that versions of wxWidgets previous to 2.9 used to implicitly create a wxGLContext inside wxGLCanvas itself. More precisely, you first need to create a wxGLCanvas window and then create an instance of a wxGLContext that is initialized with this wxGLCanvas and then later use either SetCurrent() with the instance of the wxGLContext or wxGLContext::SetCurrent() with the instance of the wxGLCanvas (which might be not the same as was used for the creation of the context) to bind the OpenGL state that is represented by the rendering context to the canvas, and then finally call SwapBuffers() to swap the buffers of the OpenGL canvas and thus show your current output. active for the OpenGL commands) when it is associated to a wxGLCanvas. It is always used in conjunction with wxGLContext as the context can only be made current (i.e. Your controllers have lasers sticking out of them that you can use to point at things and "click" on them.WxGLCanvas is a class for displaying OpenGL graphics. Open the menu with the trigger on your VR controller. In VR mode, your menu can be opened up by clicking on a small button with three lines that will be hovering in front of you if you look towards the floor. We recommend that you do a lot of the Frame creation/setup on desktop/mobile mode, because right now the only way to bring assets into your Frame is in desktop/mobile mode. There are lots of features available to you in VR mode, but not everything. Look around by moving your head around (controller-based rotation is coming soon, we promise!). In VR mode, you can move around by walking around or by using the joystick on one of your controllers. Then, the VR button will appear in the bottom right of the browser and you can click that to expand Frame into immersive mode. Once you navigate to a Frame link in a browser, you should sign in if you have an account while in 2D mode, and then click the "CONNECT" button. On Oculus Quest, we recommend using the Oculus Browser.

On a PC VR headset, we recommend using Firefox.

On Oculus Go, users can currently join and participate, but movement is not possible. We've heard that it also works for the most part on the Valve Index, and we suspect it works on most other headsets so long as they are WebXR compatible. FRAME has been tested on the Oculus Quest, Oculus Rift, and HTC Vive.
