webGL readPixels 和 FireFox 35
webGL readPixels and FireFox 35
我已更新到 FireFox35,但以下代码不再有效:
var ctx = renderer2.getContext("experimental-webgl",{preserveDrawingBuffer: true}) || renderer2.getContext("webgl",{preserveDrawingBuffer: true});
renderer2.render(scene2, camera2, renderTarget);
var arr = new Uint8Array( 4 * 1024 * 1024);
ctx.readPixels(0, 0, 1024, 1024, ctx.RGBA, ctx.UNSIGNED_BYTE, arr);
Thre returned 数组完全是黑色的。它一直工作到 FireFox 34 到 return webGL canvas 快照并且它仍在 IE 和 Chrome.
中工作
是否有解决方法或其他方法从 webGL 获取像素数据canvas?
@Bugzilla 已打开一个错误。好像是倒退了。
示例:
http://codepen.io/anon/pen/XJMQwV
<!DOCTYPE html>
<html lang="en">
<head>
<title> </title>
<style>
body {
background-color: #000;
color: #000;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="https://ajax.googleapis.com/ajax/libs/threejs/r69/three.min.js"></script>
<script>
var renderer, camera, renderTarget;
var scene, element;
var ambient;
function createPIP(){
}
function init(){
pip = document.createElement('div');
pip.id = "divPIP";
pip.style.width = 512;
pip.style.height = 512;
pip.style.position = 'absolute';
pip.style.backgroundColor = 'black';
pip.style.borderRadius = "5px";
pip.style.border = '2px solid white';
pip.style.padding = "0px 20px";
pip.style.left = "50px";
pip.style.top = "25px";
document.body.appendChild(pip);
pip2 = document.createElement('div');
pip2.id = "divpip2";
pip2.style.width = 512;
pip2.style.height = 512;
pip2.style.position = 'absolute';
pip2.style.backgroundColor = 'black';
pip2.style.borderRadius = "5px";
pip2.style.border = '2px solid white';
pip2.style.padding = "0px 20px";
pip2.style.left = "650px";
pip2.style.top = "25px";
document.body.appendChild(pip2);
canvaspip2 = document.createElement('canvas');
canvaspip2.width = 512;
canvaspip2.height = 512;
canvaspip2.id = "canvaspip2";
pip2.appendChild(canvaspip2);
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setSize(512, 512);
pip.appendChild(renderer.domElement);
renderTarget = new THREE.WebGLRenderTarget( 512, 512 );
var ambient = new THREE.AmbientLight( 0xffffff );
scene.add( ambient );
camera = new THREE.OrthographicCamera( -256, 256, 256, -256, 1, 1e6 );
scene.add(camera);
camera.position.set(0, 0, 500);
cube = new THREE.Mesh( new THREE.CubeGeometry( 200, 200, 200 ), new THREE.MeshNormalMaterial() );
scene.add(cube);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var ctx = renderer.getContext("experimental-webgl",{preserveDrawingBuffer: true}) || renderer.getContext("webgl",{preserveDrawingBuffer: true});
renderer.render(scene, camera, renderTarget);
var arr = new Uint8Array( 4 * 512 * 512);
ctx.readPixels(0, 0, 512, 512, ctx.RGBA, ctx.UNSIGNED_BYTE, arr);
var c=document.getElementById("canvaspip2");
var ctx=c.getContext("2d");
var ImgData = ctx.createImageData(512, 512);
ImgData.data.set( arr, 0, arr.length );
var c=document.getElementById("canvaspip2");
var ctx=c.getContext("2d");
ctx.putImageData(ImgData,0,0);
renderer.autoClear = false;
renderer.clear();
renderer.render(scene, camera);
}
window.onload = function() {
init();
animate();
}
</script>
</body>
</html>
我已更新到 FireFox35,但以下代码不再有效:
var ctx = renderer2.getContext("experimental-webgl",{preserveDrawingBuffer: true}) || renderer2.getContext("webgl",{preserveDrawingBuffer: true});
renderer2.render(scene2, camera2, renderTarget);
var arr = new Uint8Array( 4 * 1024 * 1024);
ctx.readPixels(0, 0, 1024, 1024, ctx.RGBA, ctx.UNSIGNED_BYTE, arr);
Thre returned 数组完全是黑色的。它一直工作到 FireFox 34 到 return webGL canvas 快照并且它仍在 IE 和 Chrome.
中工作是否有解决方法或其他方法从 webGL 获取像素数据canvas?
@Bugzilla 已打开一个错误。好像是倒退了。
示例: http://codepen.io/anon/pen/XJMQwV
<!DOCTYPE html>
<html lang="en">
<head>
<title> </title>
<style>
body {
background-color: #000;
color: #000;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="https://ajax.googleapis.com/ajax/libs/threejs/r69/three.min.js"></script>
<script>
var renderer, camera, renderTarget;
var scene, element;
var ambient;
function createPIP(){
}
function init(){
pip = document.createElement('div');
pip.id = "divPIP";
pip.style.width = 512;
pip.style.height = 512;
pip.style.position = 'absolute';
pip.style.backgroundColor = 'black';
pip.style.borderRadius = "5px";
pip.style.border = '2px solid white';
pip.style.padding = "0px 20px";
pip.style.left = "50px";
pip.style.top = "25px";
document.body.appendChild(pip);
pip2 = document.createElement('div');
pip2.id = "divpip2";
pip2.style.width = 512;
pip2.style.height = 512;
pip2.style.position = 'absolute';
pip2.style.backgroundColor = 'black';
pip2.style.borderRadius = "5px";
pip2.style.border = '2px solid white';
pip2.style.padding = "0px 20px";
pip2.style.left = "650px";
pip2.style.top = "25px";
document.body.appendChild(pip2);
canvaspip2 = document.createElement('canvas');
canvaspip2.width = 512;
canvaspip2.height = 512;
canvaspip2.id = "canvaspip2";
pip2.appendChild(canvaspip2);
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setSize(512, 512);
pip.appendChild(renderer.domElement);
renderTarget = new THREE.WebGLRenderTarget( 512, 512 );
var ambient = new THREE.AmbientLight( 0xffffff );
scene.add( ambient );
camera = new THREE.OrthographicCamera( -256, 256, 256, -256, 1, 1e6 );
scene.add(camera);
camera.position.set(0, 0, 500);
cube = new THREE.Mesh( new THREE.CubeGeometry( 200, 200, 200 ), new THREE.MeshNormalMaterial() );
scene.add(cube);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var ctx = renderer.getContext("experimental-webgl",{preserveDrawingBuffer: true}) || renderer.getContext("webgl",{preserveDrawingBuffer: true});
renderer.render(scene, camera, renderTarget);
var arr = new Uint8Array( 4 * 512 * 512);
ctx.readPixels(0, 0, 512, 512, ctx.RGBA, ctx.UNSIGNED_BYTE, arr);
var c=document.getElementById("canvaspip2");
var ctx=c.getContext("2d");
var ImgData = ctx.createImageData(512, 512);
ImgData.data.set( arr, 0, arr.length );
var c=document.getElementById("canvaspip2");
var ctx=c.getContext("2d");
ctx.putImageData(ImgData,0,0);
renderer.autoClear = false;
renderer.clear();
renderer.render(scene, camera);
}
window.onload = function() {
init();
animate();
}
</script>
</body>
</html>