If you're experiencing issues collecting screenshots of your 3d images that use WebGL, this is likely because of a setting within WebGL that needs to be enabled.


Taking screenshots of a WebGL canvas needs preserveDrawingBuffer attribute set to true which can be done on you end.

Here are some helpful resources that show how the preserveDrawingBuffer works, so you or your developers can look at it.

https://bugs.chromium.org/p/chromium/issues/detail?id=82086

https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getContextAttributes

https://stackoverflow.com/questions/31710748/todataurl-of-webgl-canvas-returning-transparent-image

Did this answer your question?