Created
February 17, 2012 09:12
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Take a picture with getUserMedia
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<html> | |
<body> | |
<video id="v" width="300" height="300"></video> | |
<input id="b" type="button" disabled="true" value="Take Picture"></input> | |
<canvas id="c" style="display:none;" width="300" height="300"></canvas> | |
</body> | |
<script> | |
navigator.getUserMedia({video: true}, function(stream) { | |
var video = document.getElementById("v"); | |
var canvas = document.getElementById("c"); | |
var button = document.getElementById("b"); | |
video.src = stream; | |
button.disabled = false; | |
button.onclick = function() { | |
canvas.getContext("2d").drawImage(video, 0, 0, 300, 300, 0, 0, 300, 300); | |
var img = canvas.toDataURL("image/png"); | |
alert("done"); | |
}; | |
}, function(err) { alert("there was an error " + err)}); | |
</script> | |
</html> |
thank you so much help me a lot
@TobiasSeitz @jan-ivar Thank you so much, this will help me a lot!
Do you know how to make this work on iOS 11.3?
I know Instagram.com makes it work somehow.
thanks so much!!
I love you
Thank you so much.Really apreciate it
So GOOOOOOD
Show.
Congrants.
Sorry guys for me being lame, but where does canvas.toDataURL save the image? Thanks in advance.
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@TobiasSeitz Please replace
video.src = window.URL.createObjectURL(stream)
withvideo.srcObject = stream
, as createObjectURL with a stream as argument is being deprecated.