- From: Glenn Maynard <glenn@zewt.org>
- Date: Mon, 14 Jan 2013 09:00:14 -0600
- To: Florian Bösch <pyalot@gmail.com>
- Cc: Webapps WG <public-webapps@w3.org>
Received on Monday, 14 January 2013 15:00:45 UTC
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 Maynard
Received on Monday, 14 January 2013 15:00:45 UTC