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35 lines
1.1 KiB
HTML
35 lines
1.1 KiB
HTML
<!DOCTYPE html>
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<meta charset="utf-8">
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<link rel=match href=drawimage_html_image_10_ref.html>
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<style>
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html, body {
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margin: 0;
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}
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</style>
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<canvas id="dest" height="100" width="100"></canvas>
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<script>
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var sourceWidth = 128;
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var sourceHeight = 128;
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var smoothingEnabled = false;
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var destCanvas = document.getElementById('dest');
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var sourceImg = document.createElement('img');
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sourceImg.src = '../2x2.png'
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sourceImg.width = sourceWidth;
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sourceImg.height = sourceHeight;
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sourceImg.onload = function() {
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var destCtx = destCanvas.getContext('2d');
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destCtx.fillStyle = "#FF0000";
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destCtx.fillRect(0, 0, destCanvas.width, destCanvas.height);
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destCtx.imageSmoothingEnabled = smoothingEnabled;
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// The destination rectangle is larger than the destination canvas.
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// When the destination rectangle is outside the destination image (the scratch bitmap),
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// the pixels that land outside the scratch bitmap are discarded,
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// as if the destination was an infinite canvas
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// whose rendering was clipped to the dimensions of the scratch bitmap.
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destCtx.drawImage(sourceImg, 0, 0, 512, 512, 0, 0, 256, 256);
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}
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</script>
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