Jump to content

Search the Community

Showing results for tags 'createscreenshot'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 4 results

  1. On updating the page on Rendering with CreateScreenshot to PNG I came across two facilities that I could not get to work as stated and so have not repeated them in the edit. The first is Another cool aspect of using this feature is that you can use a non-active camera to create the screenshot, so you can produce many screenshots, without switching cameras! I can only capture the canvas screen shown by the active camera. The second is an implication that you can produce a screen shot giving a different aspect ratio than that displayed by browser. If you need a square screenshot (ratio 1:1) simply use this: size = number;. If you want to have a custom width and height (like 600x400), use this format: size = { width: 600, height: 400}; If you provide only one parameter within those braces, BabylonJS will compute the missing dimension... and maintain canvas aspect ratio. The best I can do is get an image of the given size with a correct aspect ratio of the canvas in the center of this image. Perhaps I am misunderstanding something or perhaps it is that my graphics card is not capable enough. If anybody can provide an example of the above two features working as stated I will amend the documentation to add these back in.
  2. I build a scene and run the following: BABYLON.Tools.CreateScreenshot(engine, scene.activeCamera, 400); The resulting, beautiful 400x400 png is entirely transparent. What could cause this?
  3. A couple questions with using BABYLON.Tools.CreateScreenshot() to create a video. Can CreateScreenshot() handle being called 60 fps to generate images? I noticed that there not antialiased. Why is that and how can I make it look like the way its rendered? Can I just hack the Tools.DumpFramebuffer() to make .bmp instead of .png? Thanks!
  4. Hello everyone! I have this pretty big scene, heavy on polygons and textures, and I need to make a screenshot in high quality. I'm using Tools.CreateScreenshot method, explained in this tutorial, which works well for small/medium size (I've managed to extract an image up to 1344x756px, of 1.48MB), but when I try to extract a bigger image, nothing happens at all, no matter how long I wait. I also tried this playground I found in this topic, and with this scene I can extract images of 5000x5000px. So does this happen to my scene because it's too big? Any ideas to make it work? Thank you!
×
×
  • Create New...