I found the solution: link
It's with JavaScript and HTML testing there!
I found the ball show did not even know that I had to do this.
If Link is out of Air ...
HTML
<!--
Ideally these elements aren't created until it's confirmed that the
client supports video/camera, but for the sake of illustrating the
elements involved, they are created with markup (not JavaScript)
-->
<video id="video" width="640" height="480" autoplay></video>
<button id="snap">Snap Photo</button>
<canvas id="canvas" width="640" height="480"></canvas>
JavaScript
// Grab elements, create settings, etc.
var video = document.getElementById('video');
// Get access to the camera!
if(navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
// Not adding '{ audio: true }' since we only want video now
navigator.mediaDevices.getUserMedia({ video: true }).then(function(stream) {
//video.src = window.URL.createObjectURL(stream);
video.srcObject = stream;
video.play();
});
}
/* Legacy code below: getUserMedia
else if(navigator.getUserMedia) { // Standard
navigator.getUserMedia({ video: true }, function(stream) {
video.src = stream;
video.play();
}, errBack);
} else if(navigator.webkitGetUserMedia) { // WebKit-prefixed
navigator.webkitGetUserMedia({ video: true }, function(stream){
video.src = window.webkitURL.createObjectURL(stream);
video.play();
}, errBack);
} else if(navigator.mozGetUserMedia) { // Mozilla-prefixed
navigator.mozGetUserMedia({ video: true }, function(stream){
video.srcObject = stream;
video.play();
}, errBack);
}
*/
Source: link