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putImageData method

Paints the data from a specified CanvasImageData object onto a canvas.

 

Syntax

object.putImageData(imagedata, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight);

Parameters

  • imagedata [in]
    Type: ICanvasImageData

    A CanvasImageData object with an image's pixel data.

  • dx [in]
    Type: number

    The x-coordinate, in pixels, of the upper-left corner of the rectangle in relation to the coordinates of the canvas.

  • dy [in]
    Type: number

    The y-coordinate, in pixels, of the upper-left corner of the rectangle in relation to the coordinates of the canvas.

  • dirtyX [in, optional]
    Type: number

    The horizontal (x) value, in CSS pixels, where to place the image on the canvas.

  • dirtyY [in, optional]
    Type: number

    The vertical (y) value, in CSS pixels, where to place the image on the canvas.

  • dirtyWidth [in, optional]
    Type: number

    The destination width value, in CSS pixels, to use to draw the image to the canvas.

  • dirtyHeight [in, optional]
    Type: number

    The destination height value, in CSS pixels to use to draw the image to the canvas.

Return value

This method does not return a value.

Exceptions

The following exceptions can be thrown:

Exception Condition
NotSupportedError

One of the parameters is infinite or not a number (NaN).

TypeMismatchError

The first parameter is not an CanvasImageData object.

SecurityError

The image is not of the same origin or ___domain as the destination.

 

Standards information

Remarks

You can specify an optional rectangle to show only those pixels. This "dirty" rectangle refers to a section of pixels to paint. You can use this option to specify areas on an image that might change without repainting the complete image.

See also

ICanvasRenderingContext2D::getImageData

CanvasImageData