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I have a sketch that I'd like to capture to video. I'm using linux and have tried a couple of screencapture programs to record my sketch in action, but the quality is quite poor. I see in the p5js reference there's a function call [saveFrames()](http://p5js.org/reference/#/p5/saveFrames)
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I need to record at high resolution and high frame rate. I'll be saving thousands of frames. It's clear the dumping them to the browser one at a time and downloading them is not an option. The reference page for saveFrames() mentions an optional "callback" argument that seems to suggest a way to transmit the saved frames to a server in bulk. However, there is no further explanation of how to do that, nor am I able to find an example out in the wild. I'm a relatively sophistocated user with control over a number of linux servers. If someone could point me in the right direction, I'm sure I could figure out the rest. Thanks,
Albert
Answers
Callback is just a nick for a function which is called back when the task is finally completed.
That completed "task" object is passed on as callback's parameter too.
Dealing w/ back-end server communication is advanced topic and beyond p5.js target audience. :o3
Any suggestions for doing a high quality capture of a p5js sketch in action?
Sorry got none. My JS skills, especially related to servers, are still very poor. X_X
See my post here...
No idea how well p5js will handle doing this with thousands of frames however: your best bet is probably to be running everything on a local server so network bottlenecks are kept to a minimum. You'll also have to batch the frames passed to the callback to avoid hitting memory limits - no idea if that might also require explicitly pausing you sketch whilst the callback completes; or whether it will block anyway: as you have discovered, documentation of this feature is somewhat limited :/