Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 3348520
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 18, 20262026-05-18T01:33:09+00:00 2026-05-18T01:33:09+00:00

I’m currently trying to create a page with dynamically generated images, which are not

  • 0

I’m currently trying to create a page with dynamically generated images, which are not shapes, drawn into a canvas to create an animation.

The first thing I tried was the following:

//create plenty of those:
var imageArray = ctx.createImageData(0,0,16,8);
//fill them with RGBA values...
//then draw them
ctx.putImageData(imageArray,x,y);

The problem is that the images are overlapping and that putImageData simply… puts the data in the context, with no respect to the alpha channel as specified in the w3c:

pixels in the canvas are replaced wholesale, with no composition, alpha blending, no shadows, etc.

So I thought, well how can I use Images and not ImageDatas?

I tried to find a way to actually put the ImageData object back into an image but it appears it can only be put in a canvas context. So, as a last resort, I tried to use the toDataURL() method of a 16×8 canvas(the size of my images) and to stick the result as src of my ~600 images.

The result was beautiful, but was eating up 100% of my CPU…(which it did not with putImageData, ~5% cpu) My guess is that for some unknown reason the image is re-loaded from the image/png data URI each time it is drawn… but that would be plain weird… no? It also seems to take a lot more RAM than my previous technique.

So, as a result, I have no idea how to achieve my goal.

How can I dynamically create alpha-channelled images in javascript and then draw them at an appreciable speed on a canvas?

Is the only real alternative using a Java applet?

Thanks for your time.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-18T01:33:10+00:00Added an answer on May 18, 2026 at 1:33 am

    Not knowing, what you really want to accomplish:

    Did you have a look at the drawImage-method of the rendering-context?
    Basically, it does the composition (as specified by the globalCompositeOperation-property) for you — and it allows you to pass in a canvas element as the source.

    So could probably do something along the lines of:

    var offScreenContext = document.getCSSCanvasContext( "2d", "synthImage", width, height);
    var pixelBuffer = offScreenContext.createImageData( tileWidth, tileHeight );
    // do your image synthesis and put the updated buffer back into the context:
    offScreenContext.putImageData( pixelBuffer, 0, 0, tileOriginX, tileOriginY, tileWidth, tileHeight );
    // assuming 'ctx' is the context of the canvas that actually gets drawn on screen
    ctx.drawImage(
      offScreenContext.canvas,                          // => the synthesized image
      tileOriginX, tileOriginY, tileWidth, tileHeight,  // => frame of offScreenContext that get's drawn
      originX, originY, tileWidth, tileHeight           // => frame of ctx to draw in
    );
    

    Assuming that you have an animation you want to loop over, this has the added benefit of only having to generate the frames once into some kind of sprite-map so that in subsequent iterations you’ll only ever need to call ctx.drawImage() — at the expense of an increased memory footprint of course…

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
I am trying to loop through a bunch of documents I have to put
I'm making a simple page using Google Maps API 3. My first. One marker
I have a bunch of posts stored in text files formatted in yaml/textile (from
We're building an app, our first using Rails 3, and we're having to build
I have this code: - (void)parser:(NSXMLParser *)parser foundCDATA:(NSData *)CDATABlock { NSString *someString = [[NSString
I have some data like this: 1 2 3 4 5 9 2 6

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.