ccapture.js
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Support for rendering multiple canvases
I'm trying to use CCapture.js to record an animation made using deck.gl. But it turns out that it uses 2 canvases: one for the map, and one for the other drawings. Is it possible to add support for rendering multiple canvases? Maybe something like this:
// Capture one canvas
capturer.capture(canvas);
// Capture multiple canvases (rendered in order)
capturer.capture([canvas1, canvas2])
It's technically possible, but I'm not sure is a use case frequent enough to justify the change. But I'll keep it in mind for a future version: the monkey-patching code and the capture code could run separately.
I misunderstood it at 1st......but its a great project !......saved me from buying expen$ive Capture Hardware !
This feature is quite useful because usually we will use multiple canvases as multiple-layers.