When it comes to using the toDataURL method with a canvas HTML element in 3D context, there are some key considerations to keep in mind.
Firstly, ensure that when initializing the 3D context, you set the preserveDrawingBuffer
flag to true:
var context = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});
Next, utilize canvas.toDataURL()
to retrieve the image.
For three.js specifically, make sure to include the following when instantiating the renderer:
new THREE.WebGLRenderer({
preserveDrawingBuffer: true
});
It's important to note that this approach can impact performance. (See: https://github.com/mrdoob/three.js/pull/421#issuecomment-1792008)
This technique is meant for webgl renderer only. In the case of three.js canvasRenderer, you can simply use renderer.domElement.toDataURL();
without any additional initialization parameter.
Check out my webgl experiment: http://jsfiddle.net/TxcTr/3/, and press 'p' to take a screenshot.
Credit to gaitat; I discovered this answer by following the link provided in their comment.