I\'m trying to draw a video on a canvas. To achieve this I capture the onMouseDown and onMouseUp events in Javascript to get the x and y coordinates of each event (that I need t
You need to set up a continuous rendering. You are only rendering the first frame of the video. Canvas is dumb and does not know about videos. You have just dumped pixels from the video onto the canvas. You need to update the canvas continuously.
The best way is to use requestAnimationFrame
this makes sure everything is synced up with the browsers own rendering.
In the example below the rendering is started when the video is loaded. Be sure to end the previous updates if you load a second video.
var canvas = document.getElementById("canV");
var ctx = canvas.getContext("2d");
var video = document.createElement("video");
video.src = "http://techslides.com/demos/sample-videos/small.mp4";
video.addEventListener('loadeddata', function() {
video.play(); // start playing
update(); //Start rendering
});
function update(){
ctx.drawImage(video,0,0,256,256);
requestAnimationFrame(update); // wait for the browser to be ready to present another animation fram.
}
#canV {
width:256px;
height:256px;
}