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.
-
Make sure when the 3D context is initialized you set
preserveDrawingBuffer
flag to true, like so:var context = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});
-
Then user
canvas.toDataURL()
to get the image
In threejs you would have to do the following when the renderer is instantiated:
new THREE.WebGLRenderer({
preserveDrawingBuffer: true
});
Also, keep in mind this can have performance implications. (Read: https://github.com/mrdoob/three.js/pull/421#issuecomment-1792008)
This is only for webgl renderer, in case of threejs canvasRenderer though, you can simply do renderer.domElement.toDataURL();
directly, no initialization parameter needed.
My webgl experiment: http://jsfiddle.net/TxcTr/3/ press ‘p‘ to screenshot.
Props to gaitat, I just followed the link in his comment to get to this answer.