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Support for rendering multiple canvases

Open hasyimibhar opened this issue 7 years ago • 3 comments

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])

hasyimibhar avatar Feb 08 '18 18:02 hasyimibhar

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.

spite avatar Feb 13 '18 00:02 spite

I misunderstood it at 1st......but its a great project !......saved me from buying expen$ive Capture Hardware !

realcygnus avatar Mar 25 '18 04:03 realcygnus

This feature is quite useful because usually we will use multiple canvases as multiple-layers.

chenzhutian avatar Aug 24 '18 13:08 chenzhutian