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Image support #4
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+1 for supporting drawImage() and getData() At the moment to read image data into our game server (heightmaps for generating terrain) we're delegating the canvas work out to a "worker" client but this is less than optimal and severely increases the complexity of the task. Alternatively, if anyone knows of a simple way to sample an image (read pixel colors) in node.js, we'd appreciate the advice :) |
added |
playing with this now ^w^ |
let me know if you come across bugs, there are likely a few :) |
is drawImage supposed to work? here's a screenshot of the visual tests running in chrome... http://awesomescreenshot.com/0303k2kfa i tried webkit, firefox etc just in case (although I'm convinced the browser shouldn't make a difference) code ran on server-side is...
so your path-replacement seems to have worked correctly. and yes this file (state.png) definitely exists btw this is cairo 1.8.10 |
okay i've just found this...
i used homebrew to install cairo and it seems to only have a recipe to 1.8.10 installing manually now... |
yeah, homebrew sucks lol. I would like to have a backport for older versions |
hell yeah. it's all good with cairo 1.10.0 |
i'll patch homebrew if i can. the warning
isn't being triggered in my environment. best warn people another way perhaps. or make a note of it in the README |
hm, weird... should work fine, I will have to revert my cairo version and try stuff out |
it should come up in console at compile time right? this was my output with cairo 1.8.10
|
Not compile time no |
best to mirror the DOM api with onload etc
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