canvas

fabric.js - create Image object from ImageData object of canvas API

不打扰是莪最后的温柔 提交于 2021-01-21 10:03:53
问题 I want to create an image object in fabric.js from ImageData object, we can get ImageData from this: var imgData=ctx.getImageData(10,10,50,50); //ctx.putImageData(imgData,10,70); // something liket that var image = new fabric.Image.fromImageData (...); Is there any way to create an image object from ImageData object? 回答1: Let me put my idea here, I don't like this way but have no others around - var ctx = canvas.getContext('2d'); var data = ctx.getImageData(0, 0, 20, 20); var c = document

Why WebGL is faster than Canvas?

拜拜、爱过 提交于 2021-01-21 07:47:14
问题 If both use hardware acceleration (GPU) to execute code, why WebGL is so most faster than Canvas? I mean, I want to know why at low level, the chain from the code to the processor. What happens? Canvas/WebGL comunicates directly with Drivers and then with Video Card? 回答1: Canvas is slower because it's generic and therefore is hard to optimize to the same level that you can optimize WebGL. Let's take a simple example, drawing a solid circle with arc. Canvas actually runs on top of the GPU as

unit test raises error because of .getContext() is not implemented

人盡茶涼 提交于 2021-01-20 18:59:47
问题 I am writing tests using Jest for components that use canvas elements. I keep getting an error when I run my tests that looks like this. Error: Not implemented: HTMLCanvasElement.prototype.getContext (without installing the canvas npm package) From my understanding Jest uses jsdom for its testing and that jsdom is compatible with canvas if you install the canvas or canvas-prebuilt packages. I have tried installing each of these packages and neither of them have resolved the error. The only

unit test raises error because of .getContext() is not implemented

梦想的初衷 提交于 2021-01-20 18:50:27
问题 I am writing tests using Jest for components that use canvas elements. I keep getting an error when I run my tests that looks like this. Error: Not implemented: HTMLCanvasElement.prototype.getContext (without installing the canvas npm package) From my understanding Jest uses jsdom for its testing and that jsdom is compatible with canvas if you install the canvas or canvas-prebuilt packages. I have tried installing each of these packages and neither of them have resolved the error. The only

ctx.drawImage only drawing half of image

旧时模样 提交于 2021-01-20 09:02:17
问题 I'm trying to load an image then draw it to a canvas, but I'm only managing to render half of the image presently: var image = new Image(); image.crossOrigin = 'Anonymous'; image.onload = function() { var canvas = document.createElement('canvas'), ctx = canvas.getContext('2d'); ctx.drawImage(image, 0, 0); canvas.style.position = 'absolute'; canvas.style.top = 0; canvas.style.left = 0; document.body.appendChild(canvas); } image.src = 'https://s3.amazonaws.com/duhaime/blog/visualizations/word

ctx.drawImage only drawing half of image

寵の児 提交于 2021-01-20 09:01:19
问题 I'm trying to load an image then draw it to a canvas, but I'm only managing to render half of the image presently: var image = new Image(); image.crossOrigin = 'Anonymous'; image.onload = function() { var canvas = document.createElement('canvas'), ctx = canvas.getContext('2d'); ctx.drawImage(image, 0, 0); canvas.style.position = 'absolute'; canvas.style.top = 0; canvas.style.left = 0; document.body.appendChild(canvas); } image.src = 'https://s3.amazonaws.com/duhaime/blog/visualizations/word

Multiple progress bars using canvas and javascript objects

十年热恋 提交于 2021-01-07 03:52:45
问题 I'm trying to make a circlular bar progress using html canvas and javascript and i've suceed until I've add a loop with setInterval, since that I'm stuck... I tried to target the problem putting console.log() in all the elements I use to do the loop, but I can't get through why my loop is working in the console but the cirlce doesn't appear. Can anyone help me. I will be very grateful. Thank you in advance. here is my code : class GreyCircle { constructor(x, y, radius) { this.posX = x; this

Canvas rotate and drawbitmap

爷,独闯天下 提交于 2021-01-07 01:36:08
问题 I have path rect and bitmap, want to add bitmap inside path, While draw on start it appears as expected, but while rotate and draw bitmap goes outside bounds. Here is my code. canvas!!.rotate(rotateAngle.toFloat(), rectF2.centerX(), rectF2.centerY()) canvas!!.drawPath(path, mPaint) bitmap?.let { canvas!!.drawBitmap(it, rectF2.left, rectF2.top, mPaint) } canvas!!.restore() RotateAngle is 0 RotateAngle is 50 回答1: Here is the working solution with matrix. bitmap?.let { val rotate = Matrix()

Canvas rotate and drawbitmap

隐身守侯 提交于 2021-01-07 01:34:57
问题 I have path rect and bitmap, want to add bitmap inside path, While draw on start it appears as expected, but while rotate and draw bitmap goes outside bounds. Here is my code. canvas!!.rotate(rotateAngle.toFloat(), rectF2.centerX(), rectF2.centerY()) canvas!!.drawPath(path, mPaint) bitmap?.let { canvas!!.drawBitmap(it, rectF2.left, rectF2.top, mPaint) } canvas!!.restore() RotateAngle is 0 RotateAngle is 50 回答1: Here is the working solution with matrix. bitmap?.let { val rotate = Matrix()

Canvas rotate and drawbitmap

两盒软妹~` 提交于 2021-01-07 01:34:25
问题 I have path rect and bitmap, want to add bitmap inside path, While draw on start it appears as expected, but while rotate and draw bitmap goes outside bounds. Here is my code. canvas!!.rotate(rotateAngle.toFloat(), rectF2.centerX(), rectF2.centerY()) canvas!!.drawPath(path, mPaint) bitmap?.let { canvas!!.drawBitmap(it, rectF2.left, rectF2.top, mPaint) } canvas!!.restore() RotateAngle is 0 RotateAngle is 50 回答1: Here is the working solution with matrix. bitmap?.let { val rotate = Matrix()