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
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
Share Improve this question edited May 15, 2012 at 1:22 Ashley Strout 6,2586 gold badges27 silver badges48 bronze badges asked May 15, 2012 at 1:19 debugozdebugoz 1531 gold badge1 silver badge5 bronze badges3 Answers
Reset to default 15you 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.
Try doing that when the document is loaded. I have a feeling your code is running before the image is available. You can also detect when the img itself is loaded. See this.