当使用双缓冲在画布上绘制图像时,无法获得完整的图像?

问题描述 投票:1回答:1

这是我的代码,我使用两个画布来绘制图像以避免闪烁,但是当使用这种方式时我无法获得完整的图像,任何人都可以帮忙吗?如果我只使用一个画布图像显示正常,似乎由Javascript创建的secondarycanvas有一些问题来显示图像,但我找不到什么是错的。任何帮助表示赞赏!

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Decorate</title>
</head>
<body>
<div class="content-box">
<canvas id="canvas" width="360" height="740" style="border:1px solid #d3d3d3"></canvas>

</div>
<script>
var c=document.getElementById("canvas");
var ctx = c.getContext("2d");

var secondaryCanvas=document.createElement("canvas");
var secondaryCtx=secondaryCanvas.getContext("2d");
secondaryCanvas.weight=c.weight;
secondaryCanvas.height=c.height;
var bgimg=new Image();
bgimg.src=imageEncoder[24].background;
bgimg.onload=function() {
secondaryCtx.drawImage(bgimg, 0, 0);
ctx.drawImage(secondaryCanvas,0,0);
}
</script>
</body>
</html>
javascript html html5-canvas drawimage html5boilerplate
1个回答
0
投票

我将secondaryCanvas.weight=c.weight;更改为secondaryCanvas.width=c.width;,您的代码现在似乎正常工作。

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Decorate</title>
</head>
<body>
<div class="content-box">
<canvas id="canvas" width="360" height="740" style="border:1px solid #d3d3d3"></canvas>

</div>
<script>
var c=document.getElementById("canvas");
var ctx = c.getContext("2d");

var secondaryCanvas=document.createElement("canvas");
var secondaryCtx=secondaryCanvas.getContext("2d");

secondaryCanvas.width=c.width;
secondaryCanvas.height=c.height;



var bgimg=new Image();
bgimg.src= "https://picsum.photos/360/740"
bgimg.onload=function() {
secondaryCtx.drawImage(bgimg, 0, 0);
ctx.drawImage(secondaryCanvas,0,0);
}
</script>
</body>
</html>
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