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Home/ Questions/Q 6129693
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T16:46:21+00:00 2026-05-23T16:46:21+00:00

So, I’m using this function getImageData on the context variable that I’ve made inside

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So, I’m using this function getImageData on the “context” variable that I’ve made inside of the <script> part, and when I do something such as draw a rectangle then do ctx.getImageData.data[0] it will show the red value of that rectangle that I drew on the canvas. But, when I import an image and draw it onto the canvas, and try to use the getImageData.data[0] all I get is 0, which makes no sense, I’m not sure why it is not reading the image correctly. I’ve tried tutorials on this but they’re all vague and only have segments written together.

So, when I draw the rectangle, its color value comes out just fine, but again, when I draw the image, even without drawing the rectangle on the canvas, I never get the value of that particular pixel on the image.

Can someone help me? Here’s my currrent code:

<html>
<head>
<title>
Color Test :)
</title>
</head>

<body>

<canvas id = "ColorTest" width = "500" height = "500">
please don't use shitty browsers :)
</canvas>

<script>


//netscape.security.PrivilegeManage…
var canvas = document.getElementById("ColorTest")
, ctx = canvas.getContext("2d")
, image = new Image()

image.onload = function(){
ctx.drawImage(image,0,0)
}


image.src = 'Pikachu.gif'


ctx.fillStyle = "rgb(123,40,170)"
ctx.fillRect(0,0,100,100)



var imagedata = ctx.getImageData(0,0,100,100)
, spot = 0

while(imagedata.data[spot] == 0){
spot++
}

console.log(imagedata.data[0])


</script>
</body>
</html>
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-23T16:46:22+00:00Added an answer on May 23, 2026 at 4:46 pm

    Does the following alert anything sensible?

    image.onload = function() {
      ctx.drawImage(image, 0, 0);
      var id = ctx.getImageData(0,0,canvas.width,canvas.height);
      alert([id.data[0], id.data[1], id.data[2], id.data[3]].join(", "));
    }
    
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