Home >Web Front-end >JS Tutorial >Why is my Canvas drawImage() failing to render images, and how can I resolve onload and CORS issues?
Problem Presentation:
Embarking on a canvas painting escapade, you find yourself faced with a baffling conundrum. Images rendered via drawImage() elude your grasp, leaving behind empty data URLs. Moreover, attempts to display the canvas yield no visible results, and the console remains eerily silent.
Unveiling the Perplexity:
The crux of the issue lies in the premature nature of your canvas artistry. Before drawImage() can wield its magic, the image must first complete its loading process. To appease this onLoad necessity, embrace the following strategy:
// Create the image var img = new Image(); // Define the onload function img.onload = function() { // Canvas setup var canvas = document.createElement("canvas"); canvas.width = img.width; canvas.height = img.height; var context = canvas.getContext("2d"); // Draw the image context.drawImage(img, 0, 0); // Obtain the data URL var dataURL = canvas.toDataURL(); // Perform desired actions with dataURL doSomething(dataURL); }; // Set the image source img.src = "http://somerandomWebsite/picture.png";
CORS Conundrum and Mitigation:
To ensure seamless toDataURL() and getImageData() execution, adhering to cross-origin resource sharing (CORS) is imperative. Prevent canvas 'tainting' by ensuring one of the following scenarios:
Important Notes:
Edge Case: Discrepancies in Image Sources:
If your images stem from a mix of same-server and CORS-compliant sources, consider utilizing the onerror event handler. Assign cross-origin as 'anonymous' to non-CORS servers and listen for errors.
function corsError() { this.crossOrigin = ""; this.src = ""; this.removeEventListener("error", corsError, false); } img.addEventListener("error", corsError, false);
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