Hi
where can I to find documentation how I can make take screenshots at higher resolution than displayed on the screen.
Using The new krpano.webGL.makeScreenshot ?
Ramiro
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// GET IMAGE MAXSIZE var gl = krpano.webGL.context; var maxsize = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); |
The image will be new rendered with the given resolution, it's not a scaling of the current screen.Does it has any sense to make an image bigger than the canvas, isn't it interpolating anyway a part from original image size ?
It can only use the current loaded files.In the case of multires, can it create the image from unloaded levels ?
That means the browser returns a wrong value for MAX_RENDERBUFFER_SIZE.I just checked what happened after 4096 and is just de 4096 pixels and the rest is transparent.
The image will be new rendered with the given resolution
make 'screenshots' with a tiles from a higher res, you could try that
That means the browser returns a wrong value for MAX_RENDERBUFFER_SIZE
Here the related Safari bug
Just as note - because it's a new rendering, it would be also possible to change the view settings (e.g. hlookat/vlookat) directly before calling makeScreenshot and then after that restoring it again to make screenshots of pano areas different to the current screen view - but with one limitation - only the currently loaded tiles can be used for the rendering, so when making a screenshot of a part where no tiles are in memory yet, there might be only the preview pano to render.that is very good ! and make difference with my previous version where the image was created from the canvas itself not a new render !
I've noticed that too - it seems the latest browser versions don't require preserveDrawingBuffer=true anymore (I don't know when this was changed). Dynamically toggling preserveDrawingBuffer is technically not possible. But in the next release there will be also a possibility for screenshots without the need for preserveDrawingBuffer=true even when the browser would normally require it.I'm gonna try it. I've been testing that not using the preserveDrawingBuffer it's also generating the image. Could be dynamically toggle this attribute ? that would help keeping performance.
In this next release the image-size will be automatically proportionally downscaled to the maximum possible size supported/reported by the browser.this was what I thought, so basically it's a unknown value, having in mind that 4096 would be mostly doable in all desktops