söndag 5 december 2021 kl. 16:15:56 UTC+1 skrev Jonas Thörnvall:
Someone wrote in answer to similar quesion *******************************************************
Actually you don't have to create an image at all. drawImage() will accept a Canvas as well as an Image object.
//grab the context from your destination canvas
var destCtx = destinationCanvas.getContext('2d');"
//call its drawImage() function passing it the source canvas directly destCtx.drawImage(sourceCanvas, 0, 0);
Way faster than using an ImageData object or Image element. *********************************************************
So I tried to copy ctT canvas by just using drawimage but get errors, MultiID.destCtx.drawImage(ctT, 0, 0);
I tried it with an image so destCtx do work.
But with canvas...
DrawLEFTCANVAS.js:52 Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLCanvasElement or HTMLImageElement or HTMLVideoElement or ImageBitmap or OffscreenCanvas or
SVGImageElement or VideoFrame)'.
at listLeftCanvas (DrawLEFTCANVAS.js:52)
at buildPlayTrack (mixDown.js:54)
at songDataUpdate (loadsave.js:114)
at autoLoadFile (loadsave.js:36)
at MAINinit.js:77
Ok saw the error, solved.
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