如何从 Three.js 画布中保存图像? [英] How do you save an image from a Three.js canvas?

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问题描述

如何从 Three.js 画布中保存图像?

How do you save an image from a Three.js canvas?

我正在尝试使用 Canvas2Image,但它不喜欢使用 Threejs.因为画布直到它有一个 div 才能定义画布对象.

I'm attempting to use Canvas2Image but it doesn't like to play with Threejs. Since the canvas isn't defined until it has a div to attach the canvas object to.

http://ajaxian.com/archives/canvas2image-save-out-your-canvas-data-to-images

推荐答案

由于 toDataURL 是 canvas html 元素的一种方法,因此也适用于 3d 上下文.但是你必须照顾好几件事.

Since the toDataURL is a method of canvas html element, that will work for 3d context too. But you have to take care of couple of things.

  1. 确保在初始化 3D 上下文时将 preserveDrawingBuffer 标志设置为 true,如下所示:

  1. Make sure when the 3D context is initialized you set preserveDrawingBuffer flag to true, like so:

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

  • 然后用户canvas.toDataURL()获取图片

    在threejs中,当渲染器被实例化时,你必须执行以下操作:

    In threejs you would have to do the following when the renderer is instantiated:

    new THREE.WebGLRenderer({
        preserveDrawingBuffer: true 
    });
    

    另外,请记住这可能会对性能产生影响.(阅读:https://github.com/mrdoob/three.js/pull/421#issuecomment-1792008)

    Also, keep in mind this can have performance implications. (Read: https://github.com/mrdoob/three.js/pull/421#issuecomment-1792008)

    只适用于webgl渲染器,在threejs canvasRenderer的情况下,你可以直接做renderer.domElement.toDataURL();,不需要初始化参数.

    This is only for webgl renderer, in case of threejs canvasRenderer though, you can simply do renderer.domElement.toDataURL(); directly, no initialization parameter needed.

    我的 webgl 实验:http://jsfiddle.net/TxcTr/3/ 按 'p' 到屏幕截图.

    My webgl experiment: http://jsfiddle.net/TxcTr/3/ press 'p' to screenshot.

    gaitat 的支持,我只是按照他评论中的链接找到了这个答案.

    Props to gaitat, I just followed the link in his comment to get to this answer.

    这篇关于如何从 Three.js 画布中保存图像?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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