Error: uncaught exception: [Exception... "Component returned failure code: 0x80040111 (NS_ERROR_NOT_AVAILABLE) [nsIDOMCanvasRenderingContext2D.drawImage]" nsresult: "0x80040111 (NS_ERROR_NOT_AVAILABLE)" location: "JS frame :: http://127.0.11.1/test/canvas5_b.php :: setup :: line 27" data: no]
function setup() {
var e = document.getElementById("mycanvas");
var ctx = e.getContext('2d');
var meter = new Image();
meter.src = "meter.jpg";
var meter_bar = new Image();
meter_bar.src = "meter_bar.jpg";
//alert(meter);
ctx.beginPath();/////////LINE 27////////////
ctx.drawImage(meter, 50, 100);
//ctx.globalCompositeOperation = "lighter";
ctx.drawImage(meter_bar, 68, 123);
ctx.closePath();
}
window.onload = setup;
Both the images are in the right folder. The thing that gets me is that it works if you put a alert(meter); before line 27. Its as if it is not loaded, but I have it running on window.onload, so I dont see how that is.
edit : It is an issue of when the image is loaded (ty rob). It appears best to globally declare and set the image src, and then call window.onload = setup, like this : (correct me if this is bad)
var img1, img2;
img1 = new Image();
img2 = new Image();
//declare and set the images src
img1.src = "meter.jpg";
img2.src = "meter_bar.jpg";
var canvasHeight, canvasWidth;
canvasHeight = 300;
canvasWidth= 600;
var ctx;
function setup() {
var e = document.getElementById("mycanvas");
ctx = e.getContext('2d');
draw();
}
function draw() {
ctx.clearRect(0,0,canvasWidth, canvasHeight);
ctx.beginPath();
ctx.drawImage(img1, 50, 100);
ctx.drawImage(img2, 68, 123);
ctx.closePath();
}
window.onload = setup;
Make sure the images are loaded first. For instance:
var img = new Image();
img.onload = function(){
ctx.drawImage(img,0,0);
}
// put this after onload, otherwise onload may
// not be called if image is in cache
img.src = 'whatev.png';
It's likely that the delay introduced by alert
is enough to allow the image to load, but without alert
, the images have not loaded in time. Try drawing the images onto the canvas only once they have loaded:
function setup() {
function maybeDraw() {
this.loaded = true;
if(meter.loaded && meter_bar.loaded) {
ctx.beginPath();
ctx.drawImage(meter, 50, 100);
//ctx.globalCompositeOperation = "lighter";
ctx.drawImage(meter_bar, 68, 123);
ctx.closePath();
}
}
var e = document.getElementById("mycanvas");
var ctx = e.getContext('2d');
var meter = new Image();
var meter_bar = new Image();
meter.onload = maybeDraw;
meter_bar.onload = maybeDraw;
meter.src = "meter.jpg";
meter_bar.src = "meter_bar.jpg";
}
window.onload = setup;
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