If we have a context we can use in a worker on which we can set the
framebuffer to which we would bind the texture and which we can readPixel
back into bytes, which we would stick into a surfaceless 2D canvas so we
can kick off the encoding to png (or just implement it in JS after
implementing
Could this be solved in workers?
x) Create canvas, set to desired size
x) Create 2D context
x) Create imageData object
x) Create a WebGL framebuffer object
x) Attach texture as color target to framebuffer
x) read back pixels into canvas2d's imageData.data member
x) ctx.putImageData into the
On Mon, Jan 14, 2013 at 7:04 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?
I don't think there's any reason we can't have toArrayBuffer as well.
On Wed, Jan 16, 2013 at 6:29 AM, Kyle Huey m...@kylehuey.com wrote:
I don't think there's any reason we can't have toArrayBuffer as well. The
hard part from an implementation perspective is asynchronously encoding the
image, not what we stick it in.
No technical reason, but I'd avoid adding
Perhaps we should think of a better scheme to export data than toFoo().
Maybe toData('url'), toData('arraybuffer') toData('blob') or perhaps
toData(URL), toData(ArrayBuffer) or toData(Blob). I tend to think that if
you're starting to write toA, toB, toC, toX methods on an object, you've
not
On Wed, Jan 16, 2013 at 9:40 AM, Florian Bösch pya...@gmail.com wrote:
Perhaps we should think of a better scheme to export data than toFoo().
Maybe toData('url'), toData('arraybuffer') toData('blob') or perhaps
toData(URL), toData(ArrayBuffer) or toData(Blob). I tend to think that if
you're
On Wed, Jan 16, 2013 at 7:50 AM, Glenn Maynard gl...@zewt.org wrote:
On Wed, Jan 16, 2013 at 9:40 AM, Florian Bösch pya...@gmail.com wrote:
Perhaps we should think of a better scheme to export data than toFoo().
Maybe toData('url'), toData('arraybuffer') toData('blob') or perhaps
Whatever the eventual solution to this problem, it should be the user of
the API driving the decision how to get the data.
On Wed, Jan 16, 2013 at 4:56 PM, Kyle Huey m...@kylehuey.com wrote:
On Wed, Jan 16, 2013 at 7:50 AM, Glenn Maynard gl...@zewt.org wrote:
On Wed, Jan 16, 2013 at 9:40
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
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