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[feature request] Camera feed on an HTMLVideoElement #291
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I solved the issue after further investigation. It wasn't that hard. Just had to make some changes to the JeelizThreeHelper.
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I celebrated too soon. It works on desktop chrome but it breaks on Android Chrome...trying the modified file with this experience for fullscreen. |
Closing because there's an issue with the fullscreen threejs example, which I reported on the threejs github. The issue it's not working on Android Chrome seems to be because the face stretches, and the helmet fits on the stretched face, not a non-stretched face... EDIT Created issue here. |
Hello, not sure if I can request this here, but the threejs examples have everything on a canvas element. I was wondering if you could leave the webcam feed on an HTMLVideoElement instead, and let the canvas be responsible only for drawing the face effects. Essentially the canvas element would overlay the video element. Is there any particular reason everything goes to the canvas element? If the webcam feed was on a HTMLVideoElement, it'd allow the users to have control over the webcam. ARJS for example has a parameter called videoTexture, where if true it injects the webcam feed in the canvas, but if false the webcam feed stays in a video element. See this for example. If you see in the inspector, the webcam feed is just a video element. Having the option would be nice.
If this can't be done, is there an easy way to modify the code to do this? Thank you for your time.
EDIT
Upon further inspection, I only found getUserMedia in the jeelizFaceFilter.js file. Nothing in the threejs, which seems to suggest that it's jeeliz itself that is responsible for getting access to the webcam and using a video element or not.
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