I have a static image (a png) that I'm drawing on a canvas element using drawImage
.
var _canvas = null;
var _context = null;
var _curImageData;
function copyImageToCanvas(aImg)
{
_canvas = document.getElementById("canvas");
var w = aImg.naturalWidth;
var h = aImg.naturalHeight;
_canvas.width = w;
_canvas.height = h;
_context = _canvas.getContext("2d");
_context.clearRect(0, 0, w, h);
_context.drawImage(aImg, 0, 0);
_curImageData = _context.getImageData(0, 0, w, h);
}
I then manipulate the image data pixel by pixel (setting the opacity to 255 or 0 depending on the pixel value) and then update the canvas using putImageData
.
function updateImage(maxPixelValToShow)
{
for (var x = 0; x < _curImageData.width; x++)
for (var y = 0; y < _curImageData.height; y++)
{
var offset = (y * _curImageData.width + x) * 4;
var r = _curImageData.data[offset];
var g = _curImageData.data[offset + 1];
var b = _curImageData.data[offset + 2];
var a = _curImageData.data[offset + 3];
var pixelNum = ((g * 255) + b);
//if greater than max or black/no data
if (pixelNum > maxPixelValToShow || (!r && !g && !b)) {
_curImageData.data[offset + 3] = 0;
} else {
_curImageData.data[offset + 3] = 255;
}
}
_context.putImageData(_curImageData, 0, 0);
}
And this all works perfectly. The issue I'm having is when I create a canvas twice the size of my image (or half the size, for that matter) and draw the image to fit the canvas size.
function copyImageToCanvas(aImg)
{
_canvas = document.getElementById("canvas");
var w = aImg.naturalWidth * 2; //double the size!
var h = aImg.naturalHeight * 2; //double the size!
_canvas.width = w;
_canvas.height = h;
_context = _canvas.getContext("2d");
_context.clearRect(0, 0, w, h);
_context.drawImage(aImg, 0, 0, w, h);
_curImageData = _context.getImageData(0, 0, w, h);
}
I'm getting lots of strange artifacts around the edges of my image when I call my updateImage
function. Does anyone know a) why this is happening and b) what can I do about it?
Here are some images to show what is being generated:
The original image after my updateImage
function call
The resized image after my updateImage
function call
[Solution] Thanks Adam and sunetos, that was the problem. It worked fine once I setup one canvas to store the original file data and do the pixel manipulation and another only for display. Code snippet below:
function updateImage(maxPixelValToShow) {
//manipulate the _workingContext data
_workingContext.putImageData(_curImageData, 0, 0);
_displayContext.clearRect(0, 0, _workingCanvas.width*_scale, _workingCanvas.height*_scale);
_displayContext.drawImage(_workingCanvas, 0, 0, _workingCanvas.width*_scale, _workingCanvas.height*_scale);
}