- 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