I wrote a simple libraryless rotozoomer for html5-canvas, and I'm wondering what is the correct way to let image load to canvas before using getImageData?
var hc = document.getElementById("hiddenCanvas"); var hctx = hc.getContext("2d"); // Hidden canvas for imageload (hctx)
var imageObj = new Image(); imageObj.onload = function() { hctx.drawImage(this, 0, 0); }; imageObj.src = 'img/8.jpg';
alert("Click to start");
// This alert needs to be replaced with "hold-the-script-until-image-is-fully-loaded" or the image_data will be nothing but black.
var image_data = hctx.getImageData(0,0,1000,1000);
var rgba_byte_array = image_data.data; // image_data.data.length = 4000000
var loop = setInterval(loop,1000/30);
function loop()
{ ...
The code works with the alert, because it causes the required "break" for loading the image. I wish not to use JQuery nor Ajax.
Here I use imageObj.onload directly at drawing on canvas. Probably not the right way? Thanks in advance for the feedback and the solution.