- From: Oliver Hunt <oliver@apple.com>
- Date: Sat, 13 Mar 2010 12:09:33 -0800
On Mar 13, 2010, at 9:10 AM, Jonas Sicking wrote: > There is a use case, which I suspect is quite common, for using > <canvas> to manipulate files on the users file system. For example > when creating a photo uploader which does client side scaling before > uploading the images, or for creating a web based GIMP like > application. > > In this case we'll start out with a File object that needs to be read > in to a <canvas>. One solution could be to read the File into memory > in a ByteArray (or similar) and add a synchronous > canvas2dcontext.fromByteArray function. This has the advantage of > being more generic, but the downside of forcing both the encoded and > decoded image to be read into memory. Honestly i think nice and consistent way for this work work would simply be to support someImage.src = someFileObject Which would be asynchronous, and support all the image formats the browser already supports. > > This is why I suggested adding a asynchronous fromBlob function. > > For extracting image data from a <canvas> I agree that a toBlob > function has little advantage over a toByteArray function (with the > possible exception that ByteArray so far is still vapor ware). CanvasPixelArray is a ByteArray to all intents and purposes, and webkit and i _think_ opera implement it as such. It would of course be good just to get all the native array types into ES, and then make WebLG + Canvas make use of those directly, and i doubt that is something we'll need to wait too long for. --Oliver
Received on Saturday, 13 March 2010 12:09:33 UTC