The function canvas.toDataURL() is not recognized - error originating from a node-webGL wrapper

I am currently working on converting client-side volume rendering code in the browser to server-side rendering using pure JavaScript.

On the server side, I am utilizing node-webgl. My objective is to send the server's canvas content to the client so that the image data can be displayed on the client side.

Before moving forward with this process, it is imperative for me to confirm that the rendering is done correctly. To achieve this, I attempted to extract canvas data using canvas.toDataURL() and display it in a separate window. However, I encountered an error during this process.

Below is the snippet of my code:

exp.js

// Code snippet for exp.js goes here

The function volumerc_main is included in the file volumercserver.js (only relevant code included).

// Code snippet for volumercserver.js goes here

As part of my code execution, I create a canvas element and attempt to draw an image based on the canvas data extracted using canvas.toDataURL(). However, when running node npm.js, I encounter the following error:

Error message output goes here

Prior to the error occurring at the toDataURL() method, the log of the canvas object looks like this:

// Log of the canvas object before the error occurs

If you have any insights or suggestions on how to resolve this issue, your assistance would be highly appreciated.

Answer №1

In the node-webGL wrapper, the .toDataURL() function is not defined. A member of this group suggested using an alternative method, which is to utilize gl.readPixels.

Here is how you can use it:

var pixels = new Uint8Array(canvas.width * canvas.height * 4);
gl.readPixels(0, 0, canvas.width, canvas.height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);

Once gl.readPixels is executed, the buffer data will be stored in pixels. This data is in ImageData() format and can be used for further processing as needed.

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