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