canvas-drawImage-slice-1a.html (945B)
1 <html class="reftest-wait"> 2 <head> 3 <script type="text/javascript"> 4 function go() { 5 var canvas = document.getElementById("canvas"); 6 var ctx = canvas.getContext("2d"); 7 8 // Draw some orange 9 ctx.fillStyle = "orange"; 10 ctx.fillRect(0, 0, 100, 100); 11 12 // Instantiate an image. Once it has loaded, draw it & take snapshot. 13 var image = new Image(); 14 image.onload = function() { 15 // This version of the test is "easier", in that the sampled region 16 // is offset from the red by 1px on all sides. This lets us avoid 17 // any pixel-rounding errors. 18 ctx.drawImage(image, 26, 26, 48, 48, 0, 0, 100, 100); 19 document.documentElement.removeAttribute("class"); 20 } 21 image.src ="limeInRed100x100.svg"; 22 } 23 </script> 24 </head> 25 <body onload="go()"> 26 <canvas id="canvas" width="100" height="100"></canvas> 27 </body> 28 </html>