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Added Example on p5.Framebuffer.get method #7166

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@Forchapeatl Forchapeatl commented Aug 11, 2024

Resolves #6750

Changes:

Screenshots of the change:

https://editor.p5js.org/forchapearl1/sketches/QilKPDTvv

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* createCanvas(400, 400, WEBGL);
*
* // Create an off-screen WebGL graphics buffer
* let myBuffer = createGraphics(200, 200, WEBGL);
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@davepagurek davepagurek Aug 20, 2024

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Thanks for adding an example here! Right now this would be using the p5.Graphics get method instead of the p5.Framebuffer one. If we instead do this, I think this will be showing an example on the right class:

let myBuffer = createFramebuffer({ width: 200, height: 200 })
myBuffer.draw(() => {
  background(0)
  noStroke()
  // etc
})

myBuffer.loadPixels();
// ...and then the rest from here looks good!

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Thank you ! The code has been updated.

* noStroke();
* fill(255, 0, 0); // Set the fill color to red
* push();
* translate(0, 0, 0);
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We maybe don't need the push/translate/pop since the translation is 0 here, but otherwise this is looking good!

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thank you

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@davepagurek davepagurek left a comment

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Thanks for making those changes! Sorry for all the back-and-forth, I just noticed one more thing, but hopefully that's the last bit!

* // The `pixelColor` is logged to the console, returning red with full opacity.
*
* function setup() {
* createCanvas(400, 400, WEBGL);
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Oh sorry one last thing, 400x400 will be rather large for the reference, where examples are typically use 100x100 for pages like https://p5js.org/reference/p5/createFilterShader/. Could we maybe do the same here? There's also nothing wrong with a framebuffer larger than the main canvas, but it may be helpful for illustration purposes to also make myBuffer fit in that size too.

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No worries

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Add missing examples.
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