Thanks a lot for your answer, Xing. Matter of fact we did try using extensions but the limitations imposed by the message passing method for communication with the extension renders this option too slow and, therefore, unviable (to pass it the extension, we have to get the data via gl.readpixels() and Base64 encode it). We also tried using embedded Crosswalk, this time attempting to reach the data through 1) accessing and 2) replacing XWalkView's mSurface (through reflection). In this case, the problem is that once rendered to the Surface, the data cannot be accessed without relying on a Bitmap (via Canvas) which, again, is too slow. What we feel would work is if there was a way to access the texture or FBO directly, such that the data does not need to be manipulated around. With this in mind, we passed the texture name/id (created in WebGL) to the app (JavascriptInterface), but when we try to reference the texture, we get empty data (without seeing any errors); this seems to suggest that the name we passed is invalid on the Android side (a matter of context?).
Any other thoughts? Cheers, Pablo On Tue, Jun 23, 2015 at 10:04 PM, Xu, Xing <[email protected]> wrote: > As far as I know, there isn’t any available method to share a webgl > texture to android side. > > Maybe you can check > https://crosswalk-project.org/documentation/android/android_extensions.html. > If it works, any feedback will be welcome! > > > > > > Regards, > > Xing > > > > *From:* Crosswalk-help [mailto: > [email protected]] *On Behalf Of *Pablo > Burstein > *Sent:* Monday, June 22, 2015 8:41 PM > *To:* [email protected] > *Subject:* [Crosswalk-help] Capturing WebGL textures from XwalkView > > > > Hi, > > > > I am trying to record a video (w/o loss of frames, using MediaCodec) from > an OpenGL scene rendered using WebGL (web page in XwalkView) but, though I > am transferring the corresponding texture name (id) into Android (through a > JavascriptInterface), I only get empty frames. I am not even sure whether > this texture name, generated in WebGL, is valid when trying to use it on > the Android side. Any leads/alternative ideas? > > > > Thanks, > > Pablo >
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