png.js | PNG decoder in JavaScript for the HTML5 canvas element | Canvas library
kandi X-RAY | png.js Summary
kandi X-RAY | png.js Summary
A (animated) PNG decoder in JavaScript for the HTML5 canvas element and Node.js
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Top functions reviewed by kandi - BETA
- Draws a scan .
- constructor .
- Repeat array contents .
- throw an error
png.js Key Features
png.js Examples and Code Snippets
Community Discussions
Trending Discussions on png.js
QUESTION
I am trying to create a simple GIFPlayer
which shows GIF if someone clicks on a play button otherwise shows a PNG like:
ANSWER
Answered 2021-Jul-28 at 02:50I found the answer here.
The following tells webpack
to not try and use fs
on the client build (since that will fail).
QUESTION
Abject newbie to D3. I'm starting with the working example at http://jsfiddle.net/7HZcR/3/ and am modifying to my purpose. I got that exact code working in my own html, but as I'm tring to modify it, I'm running into the error
...ANSWER
Answered 2021-Apr-08 at 19:11It looks like your path
variable isn't declared globally, but instead is declared in makeGraph()
. Because it's declared in the "scope" of makeGraph()
, tick()
doesn't have access to it -- and thus you get the error path is not defined
. (In the JSFiddle, path is declared globally.) So, you could just declare them outside of the function to start (just stick var path;
at the top of your JS file, and then set it to the correct value in the makeGraph
function), although there might be a better solution I don't know that's specific to D3.
It looks like once you fix that, you'll probably also get circle is not defined
and text is not defined
because they too are declared in makeGraph
but then you try to use them in tick()
-- so you'll have to globally declare them as well, if I'm reading your code right.
QUESTION
I am trying to work with 16-bit per channel RGBA data (and later RGB data) in WebGL2. I am having trouble properly displaying one of the reference images from PngSuite and I'd be eternally grateful if someone could take a look.
I am loading a 3x16 bits rgb color + 16 bit alpha-channel PNG file using pngtoy.js or UPNG.js (both give the same values which I believe are correct). Here is what I am seeing:
My WebGL2 code was based on gman's past answers which have been incredibly helpful. I don't know where to focus to investigate where I went wrong. I have spent an entire day looking at this so any advice or pointers where to look is greatly appreciated!!!
https://jsfiddle.net/mortac8/yq2tfe97/13/
(apologies for the messy jsfiddle with inline resources at the top)
ANSWER
Answered 2020-Sep-01 at 09:44Per default the webgl context uses premultiplied alpha, disabling it fixes your issue.
QUESTION
ANSWER
Answered 2020-Aug-09 at 13:45Found the answer in the library's issues page, here.
QUESTION
I am ordering images by a score value calculated by the getImageScore
method, which is wrapped in a promise, as it takes quite some time to load the pixels it has to work with. I observed that the promises get blocked, never being finished. This was the initial whole program:
ANSWER
Answered 2020-Jul-13 at 11:16Fortunately, someone from Facebook (Iulian Popescu) told me that files.forEach
doesn't wait for the promises to finish, therefore they get blocked. I managed to solve this situation, by adding more promises. For sample, one of the promises reads all the data. After reading all the data and saving it in some global variables, the other promises would get executed, in the right order. If you'd like to actually see the implementation of the solution I'm talking about, you can check it out on my GitHub: https://github.com/tomaAlex/darkImageClassifier/blob/master/index.js
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