How do you save an image from a Three.js canvas?
How do you save an image from a Three.js canvas?
I'm attempting to use Canvas2Image but it doesn't like to play with Threejs. Since the canvas isn't defined until it has a div to attach the canvas object to.
http://ajaxian.com/archives/canvas2image-save-out-your-canvas-data-to-images
Solution 1:
Since the toDataURL is a method of canvas html element, that will work for 3d context too. But you have to take care of couple of things.
-
Make sure when the 3D context is initialized you set
preserveDrawingBuffer
flag to true, like so:var context = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});
Then user
canvas.toDataURL()
to get the image
In threejs you would have to do the following when the renderer is instantiated:
new THREE.WebGLRenderer({
preserveDrawingBuffer: true
});
Also, keep in mind this can have performance implications. (Read: https://github.com/mrdoob/three.js/pull/421#issuecomment-1792008)
This is only for webgl renderer, in case of threejs canvasRenderer though, you can simply do renderer.domElement.toDataURL();
directly, no initialization parameter needed.
My webgl experiment: http://jsfiddle.net/TxcTr/3/ press 'p' to screenshot.
Props to gaitat, I just followed the link in his comment to get to this answer.
Solution 2:
I read the conversation posted by Dinesh (https://github.com/mrdoob/three.js/pull/421#issuecomment-1792008) and came up with a solution that won't slow down your application.
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
if(getImageData == true){
imgData = renderer.domElement.toDataURL();
getImageData = false;
}
}
With this you can leave the preserveDrawingBuffer-Flag at false and still get the image from THREE.js. Simply set getImageData to true and call render() and you are good to go.
getImageData = true;
render();
console.debug(imgData);
Hope this helps people like me who need the high fps :)