HTML canvas putImageData() Method
Example
The code below copies the pixel data for a specified rectangle on the canvas with getImageData(), and then put the image data back onto the canvas with putImageData():
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = "red";
ctx.fillRect(10, 10, 50, 50);
function copy()
{
var imgData = ctx.getImageData(10, 10, 50, 50);
ctx.putImageData(imgData, 10, 70);
}
Try it Yourself »
Browser Support
The numbers in the table specify the first browser version that fully supports the method.
Method | |||||
---|---|---|---|---|---|
putImageData() | 4.0 | 9.0 | 3.6 | 4.0 | 10.1 |
Definition and Usage
The putImageData() method puts the image data (from a specified ImageData object) back onto the canvas.
Tip: Read about the getImageData() method that copies the pixel data for a specified rectangle on a canvas.
Tip: Read about the createImageData() method that creates a new, blank ImageData object.
JavaScript Syntax
JavaScript syntax: | context.putImageData(imgData, x, y, dirtyX, dirtyY, dirtyWidth, dirtyHeight); |
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Parameter Values
Parameter | Description |
---|---|
imgData | Specifies the ImageData object to put back onto the canvas |
x | The x-coordinate, in pixels, of the upper-left corner of where to place the image on the canvas |
y | The y-coordinate, in pixels, of the upper-left corner of where to place the image on the canvas |
dirtyX | Optional. The x-coordinate, in pixels, of the upper-left corner of where to start drawing the image. Default 0 |
dirtyY | Optional. The y-coordinate, in pixels, of the upper-left corner of where to start drawing the image. Default 0 |
dirtyWidth | Optional. The width to use when drawing the image on the canvas. Default: the width of the extracted image |
dirtyHeight | Optional. The height to use when drawing the image on the canvas. Default: the height of the extracted image |
❮ Canvas Object