Is there a way for THREE to load canvases asynchronously?

I have an artwork on a canvas that I want to transfer onto a texture similar to an image using ImageUtils. The challenge is that the canvas does not have an 'onfinished' rendering callback, so I have to rely on THREE for this functionality. While searching for solutions, I found this resource, but it appears to be closely linked with AJAX.

Answer №1

If you want to extract the image from the canvas as a data URL, you can do so with the following code:

const canvas = document.getElementById("canvas");
const dataURL = canvas.toDataURL();

Once you use drawImage on the canvas, the image data will already be stored within it.

These data URLs can then be used as textures in Three.js.

 const texture = THREE.ImageUtils.loadTexture(dataURL);

Update

For debugging purposes, you can also try the following approach:

const texture = THREE.ImageUtils.loadTexture(dataURL, undefined, function(texture){
    // onLoad handler, returns the img
    console.log(texture);
 },
 function(event){
    // onError handler, returns the error event
    console.log(event);
 });

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