Reputation: 817
var formElement2 = document.getElementById("recImage");
formElement2.addEventListener('click', recImagePressed, false);
function recImagePressed(e){
var outputCanvas = document.getElementById("outputCanvas");
outputCtx = outputCanvas.getContext('2d');
outputCTX.draw();
outputCtx.drawImage(canvas2, 0, 0);
}
function draw() {
img = new Image();
**img.src = context2.canvas2.toDataURL();**
fr1 = makeFrame(context2, makeVect(400,0), makeVect(400, 0), makeVect(0, 400));
img.onload = function(){
context2.save();
newPainter = cornerSplit(imagePainter,5);
newPainter(fr1);
context2.restore();
context2.save();
newPainter(flipHorizLeft(fr1));
context2.restore();
context2.save();
newPainter(flipVertDown(fr1));
context2.restore();
context2.save();
newPainter(flipVertDown(flipHorizLeft(fr1)));
}
}
I think the problem lies here: img.src = context2.canvas2.toDataURL();
the methods that are being called have been tested and work independently of this particular block of code.
Upvotes: 0
Views: 105
Reputation: 303168
You don't have a variable named context2
declared anywhere. This is the (first) reason that what you have doesn't work.
What are you trying to do? Draw an image to a canvas?
Upvotes: 1
Reputation: 63812
img.src = context2.canvas2.toDataURL();
doesn't make any sense. A canvas context doesn't have a property called canvas2
. Either use the variable canvas2
if it exists or use context2.canvas
.
Its hard to tell what you want to do since img isn't even used, but if you are trying to draw one canvas to another at some point you can use drawImage
with a canvas as the argument, so if thats what you're trying to do you don't have to make an image and use toDataUrl at all.
Upvotes: 0