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WebGL by default does not preserve the contents of the canvas across draw calls like canvas 2d does.
To fix this you need to pass in {preserveDrawingBuffer: true} to getContext
The text was updated successfully, but these errors were encountered:
This would be super helpful :)
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WebGL by default does not preserve the contents of the canvas across draw calls like canvas 2d does.
To fix this you need to pass in {preserveDrawingBuffer: true} to getContext
The text was updated successfully, but these errors were encountered: