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 the ImageData object |
y | The y-coordinate, in pixels, of the upper-left corner of the ImageData object |
dirtyX | Optional. The horizontal (x) value, in pixels, where to place the image on the canvas |
dirtyY | Optional. The vertical (y) value, in pixels, where to place the image on the canvas |
dirtyWidth | Optional. The width to use to draw the image on the canvas |
dirtyHeight | Optional. The height to use to draw the image on the canvas |
< Canvas Object