How do you save an image from a Three.js canvas?
如何从Three.js画布中保存图像?
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.
我正在尝试使用Canvas2Image,但它不喜欢玩Threejs。由于画布没有定义,直到它有一个div来附加画布对象。
http://ajaxian.com/archives/canvas2image-save-out-your-canvas-data-to-images
2 个解决方案
#1
58
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.
由于toDataURL是canvas html元素的一种方法,因此也适用于3d上下文。但是你必须要照顾好几件事。
-
Make sure when the 3D context is initialized you set
preserveDrawingBuffer
flag to true, like so:确保在初始化3D上下文时将preserveDrawingBuffer标志设置为true,如下所示:
var context = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});
-
Then user
canvas.toDataURL()
to get the image然后用户canvas.toDataURL()来获取图像
In threejs you would have to do the following when the renderer is instantiated:
在threejs中,在实例化渲染器时,您必须执行以下操作:
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)
另外,请记住,这可能会影响性能。 (阅读: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.
这仅适用于webgl渲染器,如果是threejs canvasRenderer,则可以简单地执行renderer.domElement.toDataURL();直接,不需要初始化参数。
My webgl experiment: http://jsfiddle.net/TxcTr/3/ press 'p' to screenshot.
我的webgl实验:http://jsfiddle.net/TxcTr/3/按'p'截图。
Props to gaitat, I just followed the link in his comment to get to this answer.
关于步态的道具,我只是按照他评论中的链接来得到这个答案。
#2
22
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.
我阅读了Dinesh发布的对话(https://github.com/mrdoob/three.js/pull/421#issuecomment-1792008),并提出了一个不会减慢应用程序速度的解决方案。
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.
有了这个,您可以将preserveDrawingBuffer-Flag保留为false,并仍然从THREE.js获取图像。只需将getImageData设置为true并调用render()就可以了。
getImageData = true;
render();
console.debug(imgData);
Hope this helps people like me who need the high fps :)
希望这能帮助像我这样需要高fps的人:)
#1
58
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.
由于toDataURL是canvas html元素的一种方法,因此也适用于3d上下文。但是你必须要照顾好几件事。
-
Make sure when the 3D context is initialized you set
preserveDrawingBuffer
flag to true, like so:确保在初始化3D上下文时将preserveDrawingBuffer标志设置为true,如下所示:
var context = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});
-
Then user
canvas.toDataURL()
to get the image然后用户canvas.toDataURL()来获取图像
In threejs you would have to do the following when the renderer is instantiated:
在threejs中,在实例化渲染器时,您必须执行以下操作:
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)
另外,请记住,这可能会影响性能。 (阅读: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.
这仅适用于webgl渲染器,如果是threejs canvasRenderer,则可以简单地执行renderer.domElement.toDataURL();直接,不需要初始化参数。
My webgl experiment: http://jsfiddle.net/TxcTr/3/ press 'p' to screenshot.
我的webgl实验:http://jsfiddle.net/TxcTr/3/按'p'截图。
Props to gaitat, I just followed the link in his comment to get to this answer.
关于步态的道具,我只是按照他评论中的链接来得到这个答案。
#2
22
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.
我阅读了Dinesh发布的对话(https://github.com/mrdoob/three.js/pull/421#issuecomment-1792008),并提出了一个不会减慢应用程序速度的解决方案。
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.
有了这个,您可以将preserveDrawingBuffer-Flag保留为false,并仍然从THREE.js获取图像。只需将getImageData设置为true并调用render()就可以了。
getImageData = true;
render();
console.debug(imgData);
Hope this helps people like me who need the high fps :)
希望这能帮助像我这样需要高fps的人:)