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Collect Screenshots on WebGL or 3d Canvas
Collect Screenshots on WebGL or 3d Canvas
Jon avatar
Written by Jon
Updated over a week ago

If you're encountering difficulties collecting screenshots of your 3D images that utilize WebGL, the issue is likely related to a specific setting within WebGL that needs to be enabled. By ensuring the proper configuration of the 'preserveDrawingBuffer' attribute, you'll be able to capture accurate screenshots of your WebGL canvases.


Helpful Resources:

To gain a deeper understanding of how the 'preserveDrawingBuffer' attribute works and its significance in WebGL screenshot capture, consider referring to the following resources:

  1. Chromium Bug Tracker - 'preserveDrawingBuffer': Visit the following link to access a Chromium bug report discussing the 'preserveDrawingBuffer' attribute: Link

  2. Mozilla Developer Network (MDN) - WebGLRenderingContext.getContextAttributes():

    MDN provides detailed documentation on the 'getContextAttributes()' method, which includes information about the 'preserveDrawingBuffer' attribute: Link

  3. Stack Overflow - 'todataURL' of WebGL Canvas Returning Transparent Image:

    This Stack Overflow thread discusses a similar issue with capturing screenshots of WebGL canvases and provides insights into potential solutions: Link

Troubleshooting Steps:

1. Check the 'preserveDrawingBuffer' attribute:

  • Open the code or configuration file related to your WebGL application or project.

  • Locate the code snippet where the WebGL context is created.

  • Look for the line of code where the context attributes are specified (usually using the 'getContext' method).

  • Ensure that the 'preserveDrawingBuffer' attribute is set to true.

2. Enable 'preserveDrawingBuffer' attribute:

  • If the 'preserveDrawingBuffer' attribute is not present or set to false, modify the code to set it to true.

  • Here's an example of how to set the 'preserveDrawingBuffer' attribute to true when creating the WebGL context:

var canvas = document.getElementById('yourCanvas');
var context = canvas.getContext('webgl', { preserveDrawingBuffer: true });

3. Save the changes and test:

  • Save the modified code and reload your WebGL application or project.

  • Attempt to capture a screenshot of the 3D image that uses WebGL.

  • Check if the screenshot is now being captured correctly

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