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Drawing Video onto the DynamicTexture Canvas

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<!DOCTYPE html>
        <script src="scripts/babylon.js"></script>
        <script src="http://www.babylonjs.com/cannon.js"></script>
        <script src="http://www.babylonjs.com/oimo.js"></script>
            html, body {
                overflow: hidden;
                width: 100%;
                height: 100%;
                margin: 0;
                padding: 0;

            #renderCanvas {
                width: 100%;
                height: 100%;
                touch-action: none;
        <canvas id="renderCanvas"></canvas>
        <canvas id="c"></canvas>
        <video id="v" controls>
            <source src=video.mp4 type=video/mp4>
        <script type="text/javascript">
            window.addEventListener('DOMContentLoaded', function () {
                var canvas = document.getElementById("renderCanvas");
                var engine = new BABYLON.Engine(canvas, true);
                var scene = new BABYLON.Scene(engine);
                var v = document.getElementById('v');

                // Setup environment
                var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(10, 10, 50), scene);
                var light2 = new BABYLON.PointLight("Omni", new BABYLON.Vector3(10, 10, -20), scene);
                var camera = new BABYLON.ArcRotateCamera("Camera", -1, 0.8, 100, new BABYLON.Vector3.Zero(), scene);

                // Video plane
                var videoPlane = BABYLON.Mesh.CreatePlane("Screen", 50, scene);
                videoPlane.position.y = 10;
                videoPlane.position.z = 30;

                // Video material
                var videoMat = new BABYLON.StandardMaterial("textVid", scene);
                videoMat.diffuseTexture = new BABYLON.DynamicTexture("dynamic texture", 512, scene, true);
                videoMat.backFaceCulling = false;
                var context = videoMat.diffuseTexture.getContext();

                //Applying materials
                videoPlane.material = videoMat;

                    context.drawImage(v, 0, 0);

                engine.runRenderLoop(function () {

                window.addEventListener('resize', function () {

@Deltakosh I tried to implement it but it's not working. Can you please look into the above code? playground link http://www.babylonjs-playground.com/#1JQNK1#1




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