Is there a way to optimize the speed of three.js renderer.domElement.toDataURL?

I am currently using the three.js renderer.domelement.todataurl method to obtain the image of the current view, and it is working well. However, I'm facing a problem as my project requires capturing images at a high frequency, specifically every 0.1 second.

Under this high frequency, the browser almost freezes, and users are unable to interact due to the cpu-intensive nature of the todataurl() function.

I welcome any suggestions on how to address this issue.

My thoughts are: 1) Find an alternative method to capture images that does not rely on todataurl()? 2) Perhaps putting the renderer in a web worker could help?

Thank you for your input.

Answer №1

It is not advisable to rapidly read pixels, especially in WebGL applications. This practice is also discouraged in regular desktop applications.

If absolutely necessary, the recommended method to read pixels in javascript is by using gl.readpixels. Additionally, optimizing the width and height parameters can enhance reading speed.

Here's how you can use it:

var pixels = new Uint8Array(width * height * 4);
renderer.gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);

The pixels array can be further utilized in a worker for additional processing or postponed transformation at a later time.

==================================================

In case you are utilizing canvasrenderer, consider utilizing context.getImagedata instead.

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