What's the most efficient way to acquire the webcam stream directly into WebGL as a texture?
The standard process (as documented in Three.js) is to use the video tag, then manipulate it in a canvas tag and then from canvas to WebGL.
This increases CPU overhead and Chrome spins up a worker to send image data from the camera to the GPU (e.g. 30 times per second).
Is there any way to do this more efficiently and reduce rendering/processing on the CPU?