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i'm currently trying to load a base64 img into my canvas
console.log('Change');
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var image = new Image();
image.onload = function() {
ctx.drawImage(image, 0, 0);
};
image.src = stack[1].save;
stack[1].save contains a valid base64 png img URL('data:image/png;base64,xxxxxx'), when i paste this URL into my browser i can see a valid img
The fact is that nothing changes and i dont have any error
If you could help me this will be awesome, thank's
i'm currently trying to load a base64 img into my canvas
console.log('Change');
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var image = new Image();
image.onload = function() {
ctx.drawImage(image, 0, 0);
};
image.src = stack[1].save;
stack[1].save contains a valid base64 png img URL('data:image/png;base64,xxxxxx'), when i paste this URL into my browser i can see a valid img
The fact is that nothing changes and i dont have any error
If you could help me this will be awesome, thank's
Share Improve this question asked Aug 11, 2018 at 22:55 thomasAthomasA 2971 gold badge5 silver badges15 bronze badges 2-
'Change' gets logged? What if you add an
image.error=console.error
? And the string you providedURL(data...
is not a valid dataURI.URL(
part should not be there. Please try to be as plete and exact as possible. – Kaiido Commented Aug 11, 2018 at 23:32 - Does this answer your question? Base64 PNG data to HTML5 canvas – li x Commented Nov 24, 2020 at 13:20
1 Answer
Reset to default 6Yes the code you have shared should work OK.
Here is an example
const canvas = document.getElementById('canvas')
const ctx = canvas.getContext('2d')
var image = new Image();
image.onload = () => { ctx.drawImage(image, 0, 0) }
image.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAQAAAAngNWGAAAAF0lEQVR42mNk+M9AFGAcVTiqcFQhCAAAf0sUAaSRMCEAAAAASUVORK5CYII="
var image2 = new Image()
image2.onload = () => { for(i=1; i<9; i++) ctx.drawImage(image2, 30*i, 5+4*i) }
image2.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO 9TXL0Y4OHwAAAABJRU5ErkJggg=="
<canvas id="canvas"></canvas>
The only thing that could be wrong is that stack[1].save
that you are using...
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