I am working on a project that can encrypt an image and redraw the decrypted image on canvas. As I am still pretty new to coding and programming, I am currently having issues re
Using Uint8 you can this much quicker:
var canvas = document.createElement("canvas"),
ctx = canvas.getContext("2d"),
img = [27,32,26,28, ... ];
// Get a pointer to the current location in the image.
var palette = ctx.getImageData(0,0,160,120); //x,y,w,h
// Wrap your array as a Uint8ClampedArray
palette.data.set(new Uint8ClampedArray(img)); // assuming values 0..255, RGBA, pre-mult.
// Repost the data.
ctx.putImageData(palette,0,0);
No need to go byte-by-byte unless you need to modify the values first.
Assuming imgd
is simply an Array containing all byte values, you still need to convert the array to ImageData.
var imgd = [27,32,26,28,33,27,30,35,29,31.....]
// first, create a new ImageData to contain our pixels
var imgData = ctx.createImageData(160, 120); // width x height
var data = imgData.data;
// copy img byte-per-byte into our ImageData
for (var i = 0, len = 160 * 120 * 4; i < len; i++) {
data[i] = imgd[i];
}
// now we can draw our imagedata onto the canvas
ctx.putImageData(imgData, 0, 0);