Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

fps not work #31

Open
marsiliflavio opened this issue Apr 15, 2020 · 0 comments
Open

fps not work #31

marsiliflavio opened this issue Apr 15, 2020 · 0 comments

Comments

@marsiliflavio
Copy link

hi,
i have this code
document.addEventListener('deviceready', function () {
var objCanvas = document.getElementById('canvas');
window.plugin.CanvasCamera.initialize(objCanvas);
var cameraOptions = {
width: window.screen.width,
height: window.screen.height,
canvas: {
width: window.screen.width,
height: window.screen.height
},
capture: {
width: window.screen.width,
height: window.screen.height
},
fps: 1,
use: 'data',
flashMode: false,
thumbnailRatio: 1/6,
cameraFacing: 'front',
onBeforeDraw: function(frame){

      },
      onAfterDraw: function(frame){
        //save in list
      }
    };
    window.plugin.CanvasCamera.start($scope.cameraOptions, function(error) {
      
    }, function(data) {
      
    });
}, true);

the camera is ready in canvas, but capture 30 frames/sec. My array contains after 2 seconds about 60 frames. But i have set 1 fps and i suppose max 2 frames after 2 seconds.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant