Im sure this has got to be something simple that I am overlooking, but I can't seem to get my canvas to display an jpg stored on the server.
<img id="test_img" alt="test" src="/media/tmp/a4c1117e-c310-4b39-98cc-43e1feb64216.jpg"/>
<canvas id="user_photo" style="position:relative;"></canvas>
<script type="text/javascript">
var image = new Image();
image.src = "/media/tmp/a4c1117e-c310-4b39-98cc-43e1feb64216.jpg";
var pic = document.getElementById("user_photo");
pic.getContext('2d').drawImage(image, 0, 0);
</script>
the <img>
displays as expected, however the canvas is blank, though it does seem to have the correct dimensions. Any one see what I'm doing wrong?
My tired eyes will appreciate any help.
Thanks
you may want to use the following approach
image.onload = function() {
pic.getContext('2d').drawImage(image, 0,0);
}
so you ensure that the image is loaded when trying to draw it.
var initialFloorplanWidth = 0;
var initialFloorplanHeight = 0;
var canvasImage = new Image();
documentReady = function () {
preloadFloorplan();
}
preloadFloorplan = function () {
onLoad = function () {
initialFloorplanHeight = canvasImage.height;
initialFloorplanWidth = canvasImage.width;
var canvasHtml = '<canvas id="MainCanvas" width="' + initialFloorplanWidth + '" height="' + initialFloorplanHeight + '">Canevas non supportés</canvas>';
$("#MainContainer").append(canvasHtml);
var canvas = $("#MainCanvas")[0];
var canvasContext = canvas.getContext("2d");
canvasContext.drawImage(canvasImage, 0, 0);
}
canvasImage.onload = onLoad;
canvasImage.src = initialFloorplan;
}
This code works well.
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