When trying to draw an image onto a canvas, and then saving the canvas to an image, I get the following error:
Uncaught SecurityError: Failed to execute 'toDataURL' on 'HTMLCanvasElement': Tainted canvases may not be exported
var picture = new Image();
picture.src = "https://upload.wikimedia.org/wikipedia/commons/thumb/8/85/Smiley.svg/800px-Smiley.svg.png";
var canvas = document.getElementById("background");
var context = canvas.getContext("2d");
function generate(){
var ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = canvas.width;
ctx.canvas.height = canvas.height;
ctx.fillStyle = "red";
ctx.rect (0, 0, 40, 40);
ctx.fill();
ctx.drawImage(picture,0,0);
image = new Image();
image.setAttribute('crossOrigin', 'anonymous');
image.src = ctx.canvas.toDataURL("image/png");
}
function draw(){
context.clearRect(0, 0, canvas.width, canvas.height);
context.drawImage(image, 0,0,100,100,0,0,100,100);
}
function play(){
generate();
setInterval(function(){draw();}, 0.0333);
}
window.onload = function(){
if(picture.complete)play();
else picture.onload = play;
}
<canvas id="background" width=500 height=500></canvas>
I know it's to do with drawing the image on the canvas because when that line is removed everything's okay and you can see the red box:
var picture = new Image();
picture.src = "https://upload.wikimedia.org/wikipedia/commons/thumb/8/85/Smiley.svg/800px-Smiley.svg.png";
var canvas = document.getElementById("background");
var context = canvas.getContext("2d");
function generate(){
var ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = canvas.width;
ctx.canvas.height = canvas.height;
ctx.fillStyle = "red";
ctx.rect (0, 0, 40, 40);
ctx.fill();
image = new Image();
image.setAttribute('crossOrigin', 'anonymous');
image.src = ctx.canvas.toDataURL("image/png");
}
function draw(){
context.clearRect(0, 0, canvas.width, canvas.height);
context.drawImage(image, 0,0,100,100,0,0,100,100);
}
function play(){
generate();
setInterval(function(){draw();}, 0.0333);
}
window.onload = function(){
if(picture.complete)play();
else picture.onload = play;
}
<canvas id="background" width=500 height=500></canvas>
I've read other questions and the solutions were "just add image.setAttribute('crossOrigin', 'anonymous');
" (which I've done) or to put them in the same directory (I tried this by placing both files on desktop) but neither seemed to solve it for me.
Is there a fix or an alternative method? All I want to do is draw multiple images onto one image. (The red box was just for show.)