I’m looking for a little bit of guidance when using preserve drawing buffers within an XR scene, i’ve used something similar before to save an image from a conventional scene but trying the same in an xr scene i get a blank image output and this…
it’s as if the
renderer.domElement.toDataURL starts to be written and then turns to a string of AAA.
i’m pretty much using this simple code…
renderer.preserveDrawingBuffer = true; imgData = renderer.domElement.toDataURL('image/jpeg', 1.0); console.log(imgData); var ab = document.createElement('a'); ab.href = imgData; ab.download = "yourCouch.jpg"; ab.click(); renderer.preserveDrawingBuffer = false;
would anyone happen to know why this wouldn’t be working or if there is a different method or approach to save an image from a webXR session?
many kind thanks in advance!!