How do you save an image from a Three.js canvas?

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.

  1. Make sure when the 3D context is initialized you set preserveDrawingBuffer flag to true, like so:

    var context = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});
    
  2. 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.

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