var formElement2 = document.getElementById("recImage");
formElement2.addEventListener('click', recImagePressed, false);
function recImagePressed(e){
var outputCanvas = document.getElementById("outputCanvas");
outputCtx = outputCanvas.getContext('2d');
outputCTX.draw();
outputCtx.drawImage(canvas2, 0, 0);
}
function draw() {
img = new Image();
**img.src = context2.canvas2.toDataURL();**
fr1 = makeFrame(context2, makeVect(400,0), makeVect(400, 0), makeVect(0, 400));
img.onload = function(){
context2.save();
newPainter = cornerSplit(imagePainter,5);
newPainter(fr1);
context2.restore();
context2.save();
newPainter(flipHorizLeft(fr1));
context2.restore();
context2.save();
newPainter(flipVertDown(fr1));
context2.restore();
context2.save();
newPainter(flipVertDown(flipHorizLeft(fr1)));
}
}
I think the problem lies here: img.src = context2.canvas2.toDataURL();
the methods that are being called have been tested and work independently of this particular block of code.