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taking screenshots


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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 performance

2. 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?



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