[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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