HTML5 webcam to canvas stream (Demo + annotated code)
11–20 of 26 posts
Re: HTML5 webcam to canvas stream (Demo + annotated code)
#12a simple (cross browser) wrapper to make getUserMedia really simple, you call
Sinne.getUserVideo(success, error[, options])
//https://github.com/franzenzenhofer/Sinne
and get back a nice HTML5 video element with the webcam as the inputhere is a simple demo using the `Sinne` http://www.backpacker.io/ - an HTML5 mirror
Re: HTML5 webcam to canvas stream (Demo + annotated code)
#13Just thought it may be of interest ;)
Re: HTML5 webcam to canvas stream (Demo + annotated code)
#14Re: HTML5 webcam to canvas stream (Demo + annotated code)
#15hi, this is as good a moment as any to promote a little bit a lib i coded some time ago. a simple (cross browser) wrapper to make getUserMedia really simple, you call Sinne.getUserVideo(success, error[, options]) //https://github.com/franzenzenhofer/Sinne and get back a nice HTML5 video element with the webcam as the input here is a simple demo using the `Sinne` http://www.backpacker.io/ - an HTML5 mirror
You had me excited for a second there because something like this with a flash fallback mechanism would be really, really useful.
Re: HTML5 webcam to canvas stream (Demo + annotated code)
#16hi, this is as good a moment as any to promote a little bit a lib i coded some time ago. a simple (cross browser) wrapper to make getUserMedia really simple, you call Sinne.getUserVideo(success, error[, options]) //https://github.com/franzenzenhofer/Sinne and get back a nice HTML5 video element with the webcam as the input here is a simple demo using the `Sinne` http://www.backpacker.io/ - an HTML5 mirror
I was thinking of libifying my thingy, in a quite minimalistic way (at a minumum, the user would just pass two functions, one "update" and one "draw", which would receive a the current frame and, in the first case, the delta time).
This way you could just get freaky with the canvas effects and composing capabilities and stop caring about the low-level stuff.
I see you know your way around building nice, clean APIs; could you suggest me article/book about it? I'm kind of a newbie to that sort of things.
Re: HTML5 webcam to canvas stream (Demo + annotated code)
#17what is p2p performance like? what amount of code would have to be written?
For WebRTC p2p video streaming in general, it seems promising. At the moment, though, there's little to no browser support and getting a full system (there's also a server involved, to initiate the connections) is not automated or abstracted yet.
For more info, check out this page: http://www.webrtc.org/running-the-demos
Re: HTML5 webcam to canvas stream (Demo + annotated code)
#18SLOW CLAP
Re: HTML5 webcam to canvas stream (Demo + annotated code)
#19hi, this is as good a moment as any to promote a little bit a lib i coded some time ago. a simple (cross browser) wrapper to make getUserMedia really simple, you call Sinne.getUserVideo(success, error[, options]) //https://github.com/franzenzenhofer/Sinne and get back a nice HTML5 video element with the webcam as the input here is a simple demo using the `Sinne` http://www.backpacker.io/ - an HTML5 mirror
You can't really call it cross browser when it doesn't support browsers that don't have getUserMedia. You had me excited for a second there because something like this with a flash fallback mechanism would be really, really useful.
i raised the issue here https://github.com/addyosmani/getUserMedia.js/issues/2#issue... (and suggested a possible solution), but for this we would need the help of a flash megamind-ninja.