I've been working on getting the Three.js head and skin demo working in a WebVR context.
The basics are now working (press 'f' for vr fullscreen) and I'd love some feedback – and ideas on what you'd like to see next.
Dangit [.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.
index.html:1 WebGL: too many errors, no more errors will be reported to the console for this context.
So, the basics for taking any ol' Three.JS scene and getting it to run on a WebVR enabled browser comes down to querying for HMDs and Orientation sensors; passing an HMD object to the requestFullScreen function; handling resize events to set the render dimensions of the canvas by the HMD dimensions, but its CSS dimensions by the window dimensions; creating a THREE.VRControls object to wrap the camera object; and creating a THREE.VREffect object to wrap around the renderer.
What sort of difficulties were you running into with this particular demo that made it more difficult than that?
Opened in Chrome on a Windows 8 PC. It didn't work. I'm genuinely surprised anytime anything ever works in a WebGL context. It does not seem to happen very often.
But it does work in WebVR. :)