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Met Canvas Putimagedata

HTML canvas putImageData() Method

HTML canvas putImageData() Method

Canvas Object Reference Canvas Object

Example

The following code copies pixel data of a specified rectangle on the canvas using getImageData(), and then puts the image data back onto the canvas using 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);
}
    

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Browser Support

Internet Explorer Firefox Opera Google Chrome Safari

Internet Explorer 9, Firefox, Opera, Chrome, and Safari support the putImageData() method.

Note: Internet Explorer 8 and earlier versions do not support the <canvas> element.


Definition and Usage

The putImageData() method puts image data (from a specified ImageData object) back onto the canvas.

Tip: See the getImageData() method, which copies pixel data of a specified rectangle on the canvas.

Tip: See the createImageData() method, which creates a new blank ImageData object.


JavaScript Syntax

JavaScript Syntax: context.putImageData(imgData,x,y, dirtyX,dirtyY,dirtyWidth,dirtyHeight);

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 value (x), in pixels, of the position on the canvas where the image will be placed.
dirtyY Optional. The vertical value (y), in pixels, of the position on the canvas where the image will be placed.
dirtyWidth Optional. The width, in pixels, to use when drawing the image on the canvas.
dirtyHeight Optional. The height, in pixels, to use when drawing the image on the canvas.

Canvas Object Reference Canvas Object

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