What is the process for saving an image from a Three.js canvas?

Can you provide tips on saving an image from a Three.js canvas?

I'm having trouble making Canvas2Image work with Threejs. The issue seems to arise because the canvas object needs a div to be attached to before it is defined.

Check out this resource for more information:

Answer №1

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.

  1. Firstly, ensure that when initializing the 3D context, you set the preserveDrawingBuffer flag to true:

    var context = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});
    
  2. 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.

Answer №2

After reviewing the discussion initiated by Dinesh (https://github.com/mrdoob/three.js/pull/421#issuecomment-1792008), I devised a solution that ensures optimal performance without causing any slowdown in your application.

function render() { 
    requestAnimationFrame(render);
    renderer.render(scene, camera);
    if(getImageData == true){
        imgData = renderer.domElement.toDataURL();
        getImageData = false;
    }
} 

By implementing this solution, you can maintain the preserveDrawingBuffer flag at false and still extract images from THREE.js effortlessly. Just set getImageData to true, invoke render(), and you're all set.

getImageData = true;
render();
console.debug(imgData);

I trust this provides assistance to individuals like myself who prioritize achieving high frame rates :)

Answer №3

Using the canvas element, you can generate a URL that allows for downloading.

function createDownloadableImage(fileName) {

    var canvas = document.getElementById("canvas");

    var url = canvas.toDataURL();

    var link = document.createElement('a');

    link.setAttribute('href', url);
    link.setAttribute('target', '_blank');
    link.setAttribute('download', fileName);

    link.click();
}

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