todataurl

Merge Multiple Canvases and Download as Image

杀马特。学长 韩版系。学妹 提交于 2019-12-04 16:57:26
I'm attempting to merge two HTML canvases into a single canvas and then download that as an image. My code is as below: function downloadCanvas() { var bottleCanvas = document.getElementById('bottleCanvas'); var designCanvas = document.getElementById('editorCanvas'); var bottleContext = bottleCanvas.getContext('2d'); bottleContext.drawImage(designCanvas, 69, 50); var dataURL = bottleCanvas.toDataURL("image/png"); var link = document.createElement('a'); link.download = "bottle-design.png"; link.href = bottleCanvas.toDataURL("image/png").replace("image/png", "image/octet-stream"); link.click();

Saving canvas with CanvasRenderingContext2D filter

别等时光非礼了梦想. 提交于 2019-11-28 13:01:34
I have the problem with saving photo with CanvasRenderingContext2D.filter. When I connect to video and try to take a shot without any filters, it saves normally. However, after adding some filters to canvas, it is saving as HTM file or return previous photo without filters if it was made. The weird is, that while downloading that screenshot manually by clicking on it, it does have own toDataUrl, downloads normally and contains filter but while saving it using toDataUrl, it still doesn't see that picture. What should I do to save photos with these filters? Here is the piece of my code: var

Trying to Pass ToDataURL with over 524288 bytes Using Input Type Text

青春壹個敷衍的年華 提交于 2019-11-27 09:50:32
I am trying to create an image using DataURL of a Canvas (using JavaScript). When a user hits submit, the value gets sent to an Input type text tag (e.g., <input type='text'> ), however, apparently on Chrome, the text gets cut off when it is at length 524,288 characters. I am sending it to an input tag because I need to obtain the value in PHP (as a $_POST['dataurltext'];), so that I can create an image and upload it to my web server. Any ideas on how to bypass this length? Should I use a comment box instead, maybe? Thank you for any help, it will be greatly appreciated. Try sending canvas as

How to convert array of png image data into video file

你。 提交于 2019-11-27 09:08:47
I am getting frames from canvas through canvas.getDataURL() . However, now I have an array of png images, but I want a video file. How do I do this? var canvas = document.getElementById("mycanvaselementforvideocapturing"); var pngimages = []; ... setInterval(function(){pngimages.push(canvas.toDataURL())}, 1000); For a full browser support way, you'll have to send your image batch to the server then use some server-side program to do the encoding. FFmpeg might be able to do it. But in newest browsers the canvas.captureStream method, has been implemented. It will convert your canvas drawings to

Drawing images to canvas with img.crossOrigin = “Anonymous” doesn't work

大兔子大兔子 提交于 2019-11-27 01:22:02
问题 In a client-side standalone JS application, I'm trying to make it so I can call toDataURL() on a canvas on which I've drawn some images specified by a URL. Ie I can input into a textbox the url to any image (hosted on, say, imgur) that I want to draw on the canvas, click a "draw" button and it will draw on the canvas. The end user should be able to save their final render as a single image, for this I'm using toDataURL(). Anyway, until they actually fix that annoying "operation is insecure"

Is it possible to programmatically detect size limit for data url?

自闭症网瘾萝莉.ら 提交于 2019-11-26 19:11:40
I'm using javascript and html canvas to resize jpeg images. After resizing, I use canvas.toDataURL as the href attribute in an anchor tag in order to provide a link where users can download the resized images. This works nicely up to a certain image size. It seems that different browsers have different limits on the size of data urls as mentioned here: https://developer.mozilla.org/en-US/docs/Web/HTTP/data_URIs In chrome, when I'm over the data url size limit, nothing happens when I click on the download link; no errors or anything (as far as I can tell). Is there a some way to

Trying to Pass ToDataURL with over 524288 bytes Using Input Type Text

微笑、不失礼 提交于 2019-11-26 14:55:45
问题 I am trying to create an image using DataURL of a Canvas (using JavaScript). When a user hits submit, the value gets sent to an Input type text tag (e.g., <input type='text'> ), however, apparently on Chrome, the text gets cut off when it is at length 524,288 characters. I am sending it to an input tag because I need to obtain the value in PHP (as a $_POST['dataurltext'];), so that I can create an image and upload it to my web server. Any ideas on how to bypass this length? Should I use a

Canvas toDataURL() returns blank image only in Firefox

◇◆丶佛笑我妖孽 提交于 2019-11-26 13:45:15
I'm using glfx.js to edit my image but when I'm trying to get that image's data using the toDataURL() function I get a blank image (width the same size as the original image). The strange thing is that in Chrome the script works perfect. What I want to mention is that the image is loaded in canvas using the onload event: img.onload = function(){ try { canvas = fx.canvas(); } catch (e) { alert(e); return; } // convert the image to a texture texture = canvas.texture(img); // draw and update canvas canvas.draw(texture).update(); // replace the image with the canvas img.parentNode.insertBefore

Is it possible to programmatically detect size limit for data url?

99封情书 提交于 2019-11-26 06:49:29
问题 I\'m using javascript and html canvas to resize jpeg images. After resizing, I use canvas.toDataURL as the href attribute in an anchor tag in order to provide a link where users can download the resized images. This works nicely up to a certain image size. It seems that different browsers have different limits on the size of data urls as mentioned here: https://developer.mozilla.org/en-US/docs/Web/HTTP/data_URIs In chrome, when I\'m over the data url size limit, nothing happens when I click

Canvas toDataURL() returns blank image only in Firefox

限于喜欢 提交于 2019-11-26 03:43:49
问题 I\'m using glfx.js to edit my image but when I\'m trying to get that image\'s data using the toDataURL() function I get a blank image (width the same size as the original image). The strange thing is that in Chrome the script works perfect. What I want to mention is that the image is loaded in canvas using the onload event: img.onload = function(){ try { canvas = fx.canvas(); } catch (e) { alert(e); return; } // convert the image to a texture texture = canvas.texture(img); // draw and update