Reputation: 2478
I have a pixel-array and I would like to draw it onto the canvas, without using the putImageData, because that function ignores clip data.
So, just to make this work i've converted the pixel-array to a data-url, and then appended the url to an image which I then draw onto the canvas, like this:
var ctx = {
display: document.querySelector('canvas#display').getContext('2d'),
convert: document.querySelector('canvas#convert').getContext('2d')
}
var image_data = THE_IMAGE_DATA_THAT_I_ALREADY_HAVE;
ctx.convert.putImageData(image_data, 0, 0);
var image_data_URL = ctx.convert.canvas.toDataURL('image/png');
var converter_image = document.querySelector('img#converter-image');
converter_image.onload = function () {
ctx.display.save();
ctx.display.beginPath();
ctx.display.arc(320, 240, 240, 0, Math.PI*2, true);
ctx.display.clip();
ctx.display.drawImage(converter_image, 0, 0, 640, 480);
ctx.display.restore();
}
converter_image.src = image_data_URL;
However, this is gives a REALLY bad performance, especially since I want to do this 60/sec.
There must be another way, right?
Upvotes: 0
Views: 1758
Reputation: 1282
A work around will be to draw your pixel using getImageData / putImageData in an offscreen canvas then drawing the offscreen canvas back in your canvas.
More infos :
Pixel drawing with putImagedata (click on the blank in top of the code to launch it)
Upvotes: 2