I have a scientific application in which I display to the user data that they may want to save and view at a later date. Everything they would need is drawn onto the gl canvas via texture overlays with varying transparencies. I was wondering if there was a good way to grab the image and save it somehow? I know that readPixels will return a pixel array from the canvas, but I cannot seem to get it to work:
var buff = gl.readPixels(0, 0, 100, 100, gl.RGBA, gl.UNSIGNED_BYTE );
Any help would be greatly appreciated :).