Reputation: 13
<canvas id="textureCanvas" width="3" height="1">what kind of cheap ass browser are you using? (I'm joking... something went wrong)</canvas>
window.onload = function () {
var mainCanvas = document.getElementById('mainCanvas');
var textureCanvas = document.getElementById('textureCanvas');
var mainContext = mainCanvas.getContext('2d');
var textureContext = textureCanvas.getContext('2d');
textureContext.fillStyle = 'grey';
textureContext.fillRect(0, 0, 1, 1);
textureContext.fillStyle = 'lightgrey';
textureContext.fillRect(1, 0, 1, 1);
textureContext.fillStyle = 'grey';
textureContext.fillRect(2, 0, 1, 1);
var pattern = mainCanvas.createPattern(textureCanvas, 'repeat');
mainCanvas.fillStyle = pattern;
mainCanvas.fillRect(0, 0, 198, 99);
};
I'm trying to use the first canvas as a pattern in the second canvas. It's an example from the Dummies guide. It's just a blank page that appears. I tried setting the background for the mainCanvas as green and it does show up. I guess I am a dummy.
Upvotes: 1
Views: 105
Reputation: 12431
The problem is that you are referring to mainCanvas
and not mainContext
when drawing on the mainCanvas. (I'm assuming you have a canvas element with and id of mainCanvas)
Change your code to:
var mainCanvas = document.getElementById('mainCanvas');
var textureCanvas = document.getElementById('textureCanvas');
var mainContext = mainCanvas.getContext('2d');
var textureContext = textureCanvas.getContext('2d');
textureContext.fillStyle = 'grey';
textureContext.fillRect(0, 0, 1, 1);
textureContext.fillStyle = 'lightgrey';
textureContext.fillRect(1, 0, 1, 1);
textureContext.fillStyle = 'grey';
textureContext.fillRect(2, 0, 1, 1);
var pattern = mainContext.createPattern(textureCanvas, 'repeat'); // <====
mainContext.fillStyle = pattern; // <====
mainContext.fillRect(0, 0, 198, 99); // <====
Upvotes: 1