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screen capture the current game screen


Andles
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use webglContext.readPixels() method

if(game.renderer instanceof PIXI.CanvasRenderer){    var url = game.canvas.toDataURL('image/png');    console.log(url);}else if(game.renderer instanceof PIXI.WebGLRenderer){    var gl = game.renderer.gl;    var buf = new Uint8Array(game.width * game.height * 4);    gl.readPixels(0, 0, game.width, game.height, gl.RGBA, gl.UNSIGNED_BYTE, buf);    console.log(buf);}
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  • 6 months later...

 

use webglContext.readPixels() method

if(game.renderer instanceof PIXI.CanvasRenderer){    var url = game.canvas.toDataURL('image/png');    console.log(url);}else if(game.renderer instanceof PIXI.WebGLRenderer){    var gl = game.renderer.gl;    var buf = new Uint8Array(game.width * game.height * 4);    gl.readPixels(0, 0, game.width, game.height, gl.RGBA, gl.UNSIGNED_BYTE, buf);    console.log(buf);}

 

I implemented this method but I get an array of bytes. How do I convert to base64?

 

thanks

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