I try this, but I don't succeed. Is there a posibility to save that object or their values and then use it , e.g. for a redraw?
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What did you try (what is your code)? Why didn't you succeed (what errors did you get)? – Phrogz Feb 09 '11 at 05:21
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Instead of saving the image data array (which is uncompressed), I would suggest using Canvas.toDataURL
to get a base64-encoded PNG for the canvas, and saving that string.
Later, you can draw this data URL to your canvas.