Initialized to a Uint8ClampedArray object. The Uint8ClampedArray object must use a Canvas Pixel ArrayBuffer for its storage, and must have a zero start offset and a length equal to the length of its storage, in bytes.
Property of apis/canvas/ImageDataapis/canvas/ImageData
SyntaxNote: This property is read-only.
var result = ImageData.html/elements/data;
Return Value
Returns an object of type ObjectObject
ExamplesThis example creates an ImageData object, then sets all its data pixels to yellow (at half intensity), then puts the object onto the canvas at a specified position.
<canvas id="myCanvas" width="300" height="150" style="border:1px solid blue;"></canvas>
<p>. . .</p>
<script>
var can = document.getElementById("myCanvas");
var ctxt = can.getContext("2d");
var imgdata = ctxt.createImageData(150, 100);
for (var i = 0; i < imgdata.data.length; i += 4) {
imgdata.data[i+0] = 255;
imgdata.data[i+1] = 255;
imgdata.data[i+2] = 0;
imgdata.data[i+3] = 128;
}
ctxt.putImageData(imgdata, 10, 10);
</script>
Notes
An image is organized by pixels with four values per pixel: red, green, blue, and alpha. To access a specific pixel, use the formula ((canvas.width * y)+ x) *4
, where x and y are the row and offset in the image.
Microsoft Developer Network: Windows Internet Explorer API reference Article
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4