captureStream() breaks WebGL canvas viewport
Categories
(Core :: Graphics: CanvasWebGL, defect)
Tracking
()
People
(Reporter: grant.patterson, Unassigned)
Details
User Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_14_6) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/88.0.4324.96 Safari/537.36
Steps to reproduce:
Call captureStream() on a WebGL canvas rendering content
Click the "captureStream()" button in this example to see what happens:
https://codepen.io/hobzcalvin/pen/MWbgMod
I'm using Firefox 85.0 (64-bit) on macOS 10.14.6 (18G6020) on a MacBook Pro (Retina, 15-inch, Mid 2014). Doesn't seem to be affected by DPR settings in Responsive Design Mode. Works fine on Chrome.
Actual results:
After captureStream(), the WebGL canvas only displays lower-left quadrant of the rendered content.
Expected results:
Rendered content is unaffected by captureStream()
Comment 1•4 years ago
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Bugbug thinks this bug should belong to this component, but please revert this change in case of error.
Comment 3•2 years ago
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Works on my Mac.
Please let me know if it's still broken for you!
Description
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