Hi Hermann - I just got this message - I arrived at the same onload conclusion.
I get it now, but the way the JavaScript had to be ordered seemed counterintuitive at first. Thanks for your help on this :) Sent from my iPhone On May 12, 2017, at 5:24 AM, hh via use-livecode <use-livecode@lists.runrev.com> wrote: >> Jonathan L. wrote: >> However, delaying the command to send for the image does not work >> for the first resizing of the image in this scenario. > > It works. I have it running here with the browser widget. I finally > got it using an "onload" for the image and for the window. > > ... > image1.onload = function() { > ctx.drawImage(image1,0,0,twidth,theight); > } > ... > window.onload=processsvg(twidth,theight,tID); > > After that sending toDataURL() to the canvas delayed by 1 tick has here > no misfunction. > > I wrote it also for a revBrowserInstance what can be used in LC 6/7/8/9 > but on Mac only, because linux has no revBroser working and windows only > one that doesn't support Canvas2d. This is essentially the same technique > (but doesn't use a javascriptHandler). > > I put this LC 6/7/8/9 version on livecodeshare/"sample stacks" so that > your browser widget version is still unique ... > > I have also a fast method, runs with 30 fps, for taking PNG-frames from a > video, so that converting an SVG animation to PNGs is no problem (though > I can't see any sense in doing that). > > _______________________________________________ > use-livecode mailing list > use-livecode@lists.runrev.com > Please visit this url to subscribe, unsubscribe and manage your subscription > preferences: > http://lists.runrev.com/mailman/listinfo/use-livecode _______________________________________________ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode