neon Posted November 6, 2014 Report Share Posted November 6, 2014 Hi, I want to take a screenshot of the canvas dynamically from javascript. I use game.canvas.toDataURL() and it works perfectly for the canvas renderer but for the webgl I get a black image.There are some threads about this issue, but without the solution. What would be the best method to take screenshots with the webgl renderer? 1. One sugestion I found was to preserve the drawing buffer and phaser has such option (game.preserveDrawingBuffer) but when should I set this? And I heard that this might be bad for the performance2. One solution could be to switch from webgl to the canvas render -> take screenshot -> switch back to webgl, but can one dynamically switch renderers in Phaser? Any other sugestions? Thanks Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.