Taos API Reference
    Preparing search index...

    Interface XrEyeView

    One eye's per-frame view state, ready to hand to the engine.

    interface XrEyeView {
        eye: XREye;
        viewMatrix: Mat4;
        projMatrix: Mat4;
        position: Vec3;
        viewport: { x: number; y: number; width: number; height: number };
        colorTexture: GPUTexture;
        viewDescriptor: GPUTextureViewDescriptor;
    }
    Index

    Properties

    eye: XREye

    'left' | 'right' | 'none' (mono/inline).

    viewMatrix: Mat4

    World(reference-space)→eye view matrix. Combine with a player-rig world transform for locomotion (engine does view · inverse(rigWorld)).

    projMatrix: Mat4

    Projection matrix already converted to WebGPU [0,1] clip space.

    position: Vec3

    Eye origin in reference space (for lighting / specular).

    viewport: { x: number; y: number; width: number; height: number }

    Sub-image rectangle inside colorTexture this eye renders into.

    colorTexture: GPUTexture

    The projection-layer color texture for this eye. In 'texture' mode both eyes share one wide texture (distinguished by viewport); in 'texture-array' mode each eye is a different array layer of one texture.

    viewDescriptor: GPUTextureViewDescriptor

    The view descriptor to create this eye's color attachment view, straight from the binding — selects the correct array layer/dimension. Bind this rather than computing a layer index by hand.