Having a texture in WebGL and wanting to encode it into a typed array as
PNG, I have found that the only way to do it is the following convoluted
method.
1) Create canvas, set to desired size
2) Create 2D context
3) Create imageData object
4) Create a WebGL framebuffer object
5) Attach texture as
On Mon, Jan 14, 2013 at 1:20 PM, Florian Bösch pya...@gmail.com wrote:
Having a texture in WebGL and wanting to encode it into a typed array as
PNG, I have found that the only way to do it is the following convoluted
method.
Could you list the use cases?
The usecase is that I write a productivity application using WebGL which
has a need to bundle images residing in computed textures into one archive
(tar, zip etc.).
- The images belong together (such as normal, height, tangent, specular
color, specular power, albedo etc.)
- The archive has to
On Mon, Jan 14, 2013 at 6:20 AM, Florian Bösch pya...@gmail.com wrote:
1) Create canvas, set to desired size
2) Create 2D context
3) Create imageData object
4) Create a WebGL framebuffer object
5) Attach texture as color target to framebuffer
6) read back pixels into canvas2d's
On Mon, Jan 14, 2013 at 4:00 PM, Glenn Maynard gl...@zewt.org wrote:
You want toBlob, not toDataURL.
So how would I stick a blob into an arraybuffer?
On Mon, Jan 14, 2013 at 9:04 AM, Florian Bösch pya...@gmail.com wrote:
On Mon, Jan 14, 2013 at 4:00 PM, Glenn Maynard gl...@zewt.org wrote:
You want toBlob, not toDataURL.
So how would I stick a blob into an arraybuffer?
http://dev.w3.org/2006/webapi/FileAPI/#dfn-filereader
--
Glenn