dotteri_thecatwolf Posted August 12, 2015 Share Posted August 12, 2015 Hello, currently I am trying capture the screen with webgl enabled. The code for this is: keydown: function (key){ (key === '1'){ window.open(game.system.canvas.toDataURL()); }}This opens a new tab with a black rectangle of the same size as the game resolution, but nothing more. A way to make this works? Thanks. I'm using panda.js. Quote Link to comment Share on other sites More sharing options...
enpu Posted August 13, 2015 Share Posted August 13, 2015 canvas.toDataURL does not work with WebGL Quote Link to comment Share on other sites More sharing options...
LinkTree Posted August 13, 2015 Share Posted August 13, 2015 this might be of help to you:http://stackoverflow.com/questions/15558418/how-do-you-save-an-image-from-a-three-js-canvashttp://stackoverflow.com/questions/30628064/how-to-toggle-preservedrawingbuffer-in-three-js It's more related to three.js but there's some webgl explanation there. Quote Link to comment Share on other sites More sharing options...
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