getimagedata

Javascript getImageData for canvas html5

放肆的年华 提交于 2019-12-03 15:36:54
I've tearing my hair out! I got this working, thought 'i can afford not to save a version of this', then i .. broke the 'build'. The line myImageData = context.getImageData(0, 0, canvas.width, canvas.height); seems to breaking this, as an alert will work before, but not after it. The image itself is loading. Any and all suggestions welcomed ^_^ I'm at tether's end, and going to get RSI from kicking myself soon. var myImageData; var image_var = new Image(); image_var.onload = function () { canvas.width = image_var.width; canvas.height = image_var.height; context.drawImage(image_var, 0, 0, image

Creating texture from getImageData (Javascript)

百般思念 提交于 2019-12-02 09:09:29
问题 It is possibile to create a texture (to use on a element in a canvas) from the getImageData array of another canvas (in the same html page)? maybe without three.js? Thanks a lot, Jennifer 回答1: The coolest thing about WebGL's texImage2D method is that its last argument can be a DOM element instead of an ArrayBuffer, in which case it copies its rendered content into your texture object. For example: var canvas2d = document.getElementById('canvas2d'); gl.bindTexture(gl.TEXTURE_2D, myTexture); gl

Creating texture from getImageData (Javascript)

孤街醉人 提交于 2019-12-02 06:03:11
It is possibile to create a texture (to use on a element in a canvas) from the getImageData array of another canvas (in the same html page)? maybe without three.js? Thanks a lot, Jennifer The coolest thing about WebGL's texImage2D method is that its last argument can be a DOM element instead of an ArrayBuffer, in which case it copies its rendered content into your texture object. For example: var canvas2d = document.getElementById('canvas2d'); gl.bindTexture(gl.TEXTURE_2D, myTexture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED

getImageData causes “Uncaught Error: NOT_SUPPORTED_ERR: DOM Exception 9”

给你一囗甜甜゛ 提交于 2019-12-01 21:22:19
问题 I'm trying to get a feel for some image manipulation in HTML5. I am finding that when I try and use the getImageData method I get this JS exception thrown. I am using Chrome and running on localhost. Thanks! 回答1: Okay figured out what the problem was. All I have to say is "derp". I was using getImageData(x, x) but the way I was intending to use this requires 4 arguments getImageData(x,x,x,x) 回答2: It could be an issue with editing files on your local system using Chrome. You can close Chrome

getImageData causes “Uncaught Error: NOT_SUPPORTED_ERR: DOM Exception 9”

99封情书 提交于 2019-12-01 20:01:15
I'm trying to get a feel for some image manipulation in HTML5. I am finding that when I try and use the getImageData method I get this JS exception thrown. I am using Chrome and running on localhost. Thanks! Okay figured out what the problem was. All I have to say is "derp". I was using getImageData(x, x) but the way I was intending to use this requires 4 arguments getImageData(x,x,x,x) specman It could be an issue with editing files on your local system using Chrome. You can close Chrome and reopen it using flags --allow-file-access-from-files to allow local file editing. Came across this

What is leaking memory with this use of getImageData, javascript, HTML5 canvas

你。 提交于 2019-12-01 09:33:51
I am working with the 'canvas' element, and trying to do some pixel based manipulations of images with Javascript in FIrefox 4. The following code leaks memory, and i wondered if anyone could help identify what is leaking. The images used are preloaded, and this code fragment is called once they are loaded (into the pImages array). var canvas = document.getElementById('displaycanvas'); if (canvas.getContext){ var canvasContext = canvas.getContext("2d"); var canvasWidth = parseInt(canvas.getAttribute("width")); var canvasHeight = parseInt(canvas.getAttribute("height")); // fill the canvas

What is leaking memory with this use of getImageData, javascript, HTML5 canvas

拈花ヽ惹草 提交于 2019-12-01 06:23:30
问题 I am working with the 'canvas' element, and trying to do some pixel based manipulations of images with Javascript in FIrefox 4. The following code leaks memory, and i wondered if anyone could help identify what is leaking. The images used are preloaded, and this code fragment is called once they are loaded (into the pImages array). var canvas = document.getElementById('displaycanvas'); if (canvas.getContext){ var canvasContext = canvas.getContext("2d"); var canvasWidth = parseInt(canvas

javascript memory leak with HTML5 getImageData

有些话、适合烂在心里 提交于 2019-12-01 04:06:17
I've been working on trying to make some visual effects for a javascript game I'm creating, and I noticed a piece of code that I'm using to modulate the color of my sprites makes my browsers memory usage go up and up, seemingly without limit. You can see the code and the memory leak here: http://timzook.tk/javascript/test.html This memory leak only happens in my updateimage() function when I call getImageData from my canvas context every frame (via setInterval) in order to make a new ImageData object to recolor. I would have thought that javascript's garbage collector would be destroying the

javascript memory leak with HTML5 getImageData

▼魔方 西西 提交于 2019-12-01 01:46:17
问题 I've been working on trying to make some visual effects for a javascript game I'm creating, and I noticed a piece of code that I'm using to modulate the color of my sprites makes my browsers memory usage go up and up, seemingly without limit. You can see the code and the memory leak here: http://timzook.tk/javascript/test.html This memory leak only happens in my updateimage() function when I call getImageData from my canvas context every frame (via setInterval) in order to make a new

How to create a new ImageData object independently?

瘦欲@ 提交于 2019-11-28 19:37:13
I want to create a new ImageData object in code. If I have a Uint8ClampedArray out of which I want to make an image object, what is the best way to do it? I guess I could make a new canvas element, extract its ImageData and overwrite its data attribute, but that seems like a wrong approach. It would be great if I could use the ImageData constructor directly, but I can't figure out how to. This is interesting problem... You can't just create ImageData object: var test = new ImageData(); // TypeError: Illegal constructor I have also tried: var imageData= context.createImageData(width, height);