ReadPixels from WebGL Canvas
I am trying to save animation created with WebGL on this page . I would like to store the RGBA
animation values as an array on my hard drive. So I tried to use the readPixels
data access method in javascript to save it. But the array always contains only zeros.
I tried this code to read data from canvas c
var pixels = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);
gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
How can I solve the problem? Are there other ways to store the RGBA canvas animation data on my hard drive?
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You are reading directly after rendering, as in
render();
gl.readPixels()
or are you reading some other event? If you read another event, then the DrawingBuffer is cleared as per spec.
see below: fooobar.com/questions/433050 / ...
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