[Webkit-unassigned] [Bug 134251] New: iOS 8 canvas2d does not drawImage video correctly
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Tue Jun 24 08:57:52 PDT 2014
https://bugs.webkit.org/show_bug.cgi?id=134251
Summary: iOS 8 canvas2d does not drawImage video correctly
Product: WebKit
Version: 528+ (Nightly build)
Platform: iOS
URL: http://www.scirra.com/labs/bugs/canvas2dvideo/
OS/Version: Other
Status: NEW
Severity: Normal
Priority: P2
Component: Canvas
AssignedTo: webkit-unassigned at lists.webkit.org
ReportedBy: ashley at scirra.com
Possibly related to: https://bugs.webkit.org/show_bug.cgi?id=133511 (iOS 8 WebGL cannot pass video to texImage2d)
On iOS 8 beta 2, passing a video to drawImage() causes fullscreen video playback controls to appear, and the screen goes black. However the audio from the video can be heard. The video is not added to the DOM, it is simply created in Javascript, played on the first touch, and passed to a canvas2d drawImage() regularly.
As noted in the WebGL bug, in this use case the fullscreen playback controls are unwanted. If the video is closed, it appears it did render to the canvas2d underneath but this could not be seen, and playback is then paused so it does not continue playing within the canvas2d context.
It works correctly in Chrome for Android, and desktop Chrome, IE11 and Firefox.
Observed result:
Blank screen with fullscreen video playback controls
Expected result:
Video playback within the canvas with no playback controls, which is how Chrome for Android works.
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