tiff.js | tiff.js is a port of LibTIFF by compiling the LibTIFF C | Canvas library
kandi X-RAY | tiff.js Summary
kandi X-RAY | tiff.js Summary
tiff.js is a port of the LibTIFF by compiling the LibTIFF C code with Emscripten.
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QUESTION
I'm building a webapp that needs to display TIFF images in the browser (among other things) and am hitting a wall trying to properly organize the data.
I want to create a class that will hold the relevant data for the items I am working with so it can be used through class methods. Because the data is retrieved through parsing a TIFF file from a server, this needs to be accomplished through something like the Fetch API.
In the example below I am fetching a TIFF from a local URL using Chrome Web Server, then creating and displaying it in a canvas using Tiff.js (https://github.com/seikichi/tiff.js/tree/master):
...ANSWER
Answered 2019-Jun-20 at 16:36Here is a way to do it with async and await:
QUESTION
I faced with problem that after compiling my app based on Angular 6
I have following error
Uncaught ReferenceError: require is not defined at main.js:3 and it link to var GeoTIFF = require("./geotiff.js");
In official documentation said that I should implement followign dependencies to work with leaflet-geotiff plugin:
...ANSWER
Answered 2019-Apr-10 at 11:49In the provided example it appears everything is fine with referencing leaflet-geotiff
plugin library and its dependencies except the line: "node_modules/geotiff/dist/geotiff.js"
. For Angular application node_modules/geotiff/dist/geotiff.browserify.js
needs to be imported instead.
There is one more point regarding leaflet-geotiff
documentation, it does not seem to be very accurate in terms of which parameters are mandatory for geoTIFF layer, for example renderer
property appears to be mandatory, without providing it the following error is getting displayed:
Cannot read property 'render' of null
Here is an example on how component for displaying geoTIFF raster data might look like:
QUESTION
Hello and than you for reading this question!
I have a use case which I have to load a TIFF image.
So then I have researched how to use this library: https://github.com/seikichi/tiff.js
In addition, there is a great example of its use, thanks to @K3N Display Existing TIFF File Using the seikichi/tiff Library
The difficulty I am facing is trying to integrate the previous use example with React.
I have tried the following:
To create a class component which loads the script and appends it to the document:
LoadTIFF.js
...ANSWER
Answered 2018-Feb-16 at 16:29Load the function in onChange handler and put the corresponding html in render() method:
QUESTION
I have an angular 4 application. In one of my scenarios users upload tiff files to the server. To show the preview of the file in browser, I'm using Tiff.js library to generate a html canvas element. It seems that everything works fine for the code piece below. I'm getting the canvas object successfully.
...ANSWER
Answered 2017-Dec-01 at 16:25// your component.ts
import { ViewChild, ElementRef, OnInit ... } from '@angular/core';
@Component({...})
export class Component implements OnInit {
@ViewChild('tiffCanvasContainer') public tiffCanvasContainer: ElementRef;
public tiffCanvas: HTMLCanvasElement; // your canvas element
public ngOnInit() {
this.tiffCanvasContainer.nativeElement.appendChild(this.tiffCanvas);
}
}
... // your template
QUESTION
This is the JavaScript code I use to load files from an input element. Image format includes jpeg, png, tiff.
...ANSWER
Answered 2017-Mar-19 at 10:51You need to convert the File from a TIFF first. Right now the file is handed as a binary file and the browser doesn't know what to do with it, hence it asks the user to download instead.
You need to actually use the tiff library to parse and convert the file to something the browser can display.
The steps are simple:
QUESTION
I am using a 3rd party Javascript to render TIFFs in all browsers (only safari supports them natively) This library works by printing the image to a HTML 5 canvas (no img tag involved)
Ajax is used and once the image is available there is a noticeable pause while the canvas renders. To cover this up I put in a placeholder image which is an animated gif. In addition to this animated gif I have used greensock.js and css3 transforms to make the loading gif zoom in from 0 scale and once the main image is ready zoom back out to 0 scale before the main image appears.
The problem is that there is always a moment when the animation pauses (both the greensock/css powered animation and the animated gif).
I thought I could solve this by moving whatever was causing it to a webworker thread. However after much experimenting (by removing parts of the code in isolation or where that is not possible by stopping all animation before a specific piece of code runs) I have discovered that the line of code which renders the canvas is what causes it.
var canvas = tiff.toCanvas();
Unfortunately I cannot move this to webworker because it is a DOM manipulation. I am also unable to render the image/canvas content (without making a canvas element itself) on the webworker and then paste it into the canvas element from the main thread because the library I am using does not provide such functionality.
The best I could do is put the code which runs AJAX and receives the image in the webworker and then return the raw image data to the main thread to do the rest.
I have tried a JS library which provides a virtual DOM but this just resulted in a dependency hell which I never got to the bottom of.
In the end I settled with having the zoom out animation occur as soon as the web worker returns the data containing the image instead of after rendering completes. This prevents any visible pausing of the animation but it means after the loading image disappears there is a pause (while the canvas is rendering) before the image appears.
My code is below. Any ideas how I can solve this?
Main thread JS
...ANSWER
Answered 2017-Mar-14 at 21:01You are correct that you cannot manipulate the document from the web worker. You must find a way to do the majority of the conversion in the web worker, and then only pass the converted data back to the main thread.
This demo from the tiff.js library appears to be doing exactly what you want. The worker it uses explicitly avoids using tiff.toCanvas()
. The message they pass to the worker includes the total memory to use as well as the URL of the image. They then use tiff.readRGBAImage()
to get the data, and post info back to the main thread for the actual rendering.
Note also the call made in the worker to pass the data back to the main thread:
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