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HTML canvas createImageData() Method

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The createImageData() method is used to create a new blank ImageData object. The pixels of the new object is transparent black by default.

There are two syntaxes of the createImageData() method:

  • It is used to create a new ImageData object with the specified dimensions(in pixels):
    Syntax:

    var imgData = context.createImageData(width, height);
  • It is used to create a new ImageData object with the same dimensions as the object specified by anotherImageData. It doesn’t copy the image data.
    Syntax:

    var imgData=context.createImageData(imageData);

Parameter Values:

  • width: It denotes the width(in pixels) of the new ImageData object.
  • height: It denotes the height(in pixels) of the new ImageData object.
  • imageData: It is the anotherImageData object

Example:




<!DOCTYPE html>
<html>
  
<body>
    <h3 style="color:green">GeeksforGeeks</h3>
    <h3>HTML canvas createImageData() Method</h3>
    <canvas id="myCanvas"
            width="200"
            height="200"
            style="border:2px solid ;">
  </canvas>
    <p id=g eeks></p>
    <script>
        var can = document.getElementById("myCanvas");
        var gfg = can.getContext("2d");
        var imgData = gfg.createImageData(150, 100);
  
        var i;
        for (i = 0; i < imgData.data.length; i += 3) {
            imgData.data[i + 0] = 100;
            imgData.data[i + 1] = 0;
            imgData.data[i + 2] = 0;
        }
  
        gfg.putImageData(imgData, 10, 10);
    </script>
  
</body>
  
</html>


Output:

Supported Browsers:

  • Chrome
  • Mozilla Firefox
  • Internet Explorer 9.0
  • Opera
  • Safari

Last Updated : 12 Jun, 2023
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