- From: Harald Alvestrand <harald@alvestrand.no>
- Date: Wed, 12 Aug 2015 15:11:19 +0200
- To: public-media-capture@w3.org
Since I'm sure others are as ignorant as I am about how Canvas actually works: When is a canvas painted? Is this a display-triggered event or a Javascript-triggered event? If the former, I have worries about what happens with non-rendered canvases. If the latter, I have a host of different questions. Den 11. aug. 2015 18:50, skrev Martin Thomson: > As some of you might be aware, Firefox has an implementation of media > capture from <video> and <audio> tags. We also have an implementation > of capture from <canvas>, which you can test in nightly builds by > enabling "canvas.capturestream.enabled" in about:config. > > Part of the reason that this is behind a pref is that we discovered > that capturing from webGL canvas had some challenges, particularly > when preserveDrawingBuffer is true. Based on feedback from that > effort, and thanks to Andreas, I've created a pull request that > specifies when capture happens more precisely. > > https://github.com/w3c/mediacapture-fromelement/pull/11 > > The idea here is that you only capture frames when the canvas is > painted. The frame rate setting becomes a guide; the exact time of > capture will usually be slightly after the frame rate setting hits. > > As a result, or at least once we have this correctly implemented [1], > it should be possible to capture media from a canvas with close to > zero performance impact. Of course, doing something with the captured > stream could have performance consequences. > > [1] https://bugzilla.mozilla.org/show_bug.cgi?id=1161913 >
Received on Wednesday, 12 August 2015 13:11:51 UTC