Hi everyone,
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!!