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- Date: Tue, 11 Jan 2011 19:19:01 +0000
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http://www.w3.org/Bugs/Public/show_bug.cgi?id=11566 Ian 'Hixie' Hickson <ian@hixie.ch> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED CC| |ian@hixie.ch Resolution| |FIXED --- Comment #1 from Ian 'Hixie' Hickson <ian@hixie.ch> 2011-01-11 19:19:01 UTC --- EDITOR'S RESPONSE: This is an Editor's Response to your comment. If you are satisfied with this response, please change the state of this bug to CLOSED. If you have additional information and would like the editor to reconsider, please reopen this bug. If you would like to escalate the issue to the full HTML Working Group, please add the TrackerRequest keyword to this bug, and suggest title and text for the tracker issue; or you may create a tracker issue yourself, if you are able to do so. For more details, see this document: http://dev.w3.org/html5/decision-policy/decision-policy.html Status: Partially Accepted Change Description: none yet Rationale: We'll probably add a way to get image data straight from a same-origin image in a future version (it's a little late in the cycle to add features right now), so I've marked this LATER. In the meantime, though, why is "having to generate new canvases" a problem? It's only five extra lines of code, which are easily put into a utility function and forgotten: image.onload = function() { var canvas = document.createElement('canvas'); canvas.width = image.width; canvas.height = image.height; var context = canvas.getContext("2d"); context.drawImage(image, 0, 0); imageData = context.getImageData(0, 0, image.width, image.height); } If you do this a lot, you can also just have a scratch canvas around for this purpose, already sized to the max of all the incoming images. -- Configure bugmail: http://www.w3.org/Bugs/Public/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the QA contact for the bug.
Received on Tuesday, 11 January 2011 19:19:03 UTC