On Mon, Jan 14, 2013 at 6:20 AM, Florian Bösch <pyalot@gmail.com> wrote: > > 1) Create canvas, set to desired size > 2) Create 2D context > 3) Create imageData object > 4) Create a WebGL framebuffer object > 5) Attach texture as color target to framebuffer > 6) read back pixels into canvas2d's imageData.data member > 7) ctx.putImageData into the canvas > You want to be rendering to a WebGL canvas, not a 2D canvas. There's the limitation of not being able to draw to anything except the displayed canvas, but I think that's being worked on within WebGL. 8) call canvases toDataURL('image/png') > 9) snip off the mime/encoding header > 10) implement base64 decode in JS and decode to Uint8Array > You want toBlob, not toDataURL. -- Glenn MaynardReceived on Monday, 14 January 2013 15:00:45 GMT
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