Revision: 56502
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at March 31, 2012 07:05 by chrisaiv
Initial Code
<html> <head> <title>JS and HTML5 Rule</title> <script type='text/javascript'> window.onload = function (){ var video = document.getElementById('my_video'); var thecanvas = document.getElementById('thecanvas'); var img = document.getElementById('thumbnail_img'); video.addEventListener('pause', function(){ draw( video, thecanvas, img); }, false); }; function draw( video, thecanvas, img ){ // get the canvas context for drawing var context = thecanvas.getContext('2d'); // draw the video contents into the canvas x, y, width, height context.drawImage( video, 0, 0, thecanvas.width, thecanvas.height); // get the image data from the canvas object var dataURL = thecanvas.toDataURL(); // set the source of the img tag img.setAttribute('src', dataURL); } </script> </head> <body> The Video <br /> <video id="my_video" controls> <source src="http://jamesbaca.net/slides/source_code/html5_andJSThumbs/VeryMaryKate.mp4" type="video/mp4" /> </video> <br /> The Canvas <br /> <canvas id="thecanvas"> </canvas> <br /> The Image <br /> <img id="thumbnail_img" alt="Right click to save" /> <br /> </body> </html>
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http://jamesbaca.net/slides/source_code/html5_andJSThumbs/
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Very cool example of copying a frame from an MP4 and displaying it on the canvas or image. In order for images to be saved, the video must come from the same domain
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Javascript: Copy a video frame and turn it into an image
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javascript
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JavaScript