var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
// set canvas size = video size when known
video.addEventListener('loadedmetadata', function() {
canvas.width = video.videoWidth;
canvas.height = video.videoHeight;
});
video.addEventListener('play', function() {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);