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No need to store ScratchCanvas on CanvasGraphics

Julian Viereck 13 years ago
parent
commit
8325d37f9d
  1. 5
      src/canvas.js

5
src/canvas.js

@ -199,7 +199,6 @@ var CanvasGraphics = (function CanvasGraphicsClosure() {
this.pendingClip = null; this.pendingClip = null;
this.res = null; this.res = null;
this.xobjs = null; this.xobjs = null;
this.ScratchCanvas = ScratchCanvas;
this.objs = objs; this.objs = objs;
this.textLayer = textLayer; this.textLayer = textLayer;
if (canvasCtx) { if (canvasCtx) {
@ -1116,7 +1115,7 @@ var CanvasGraphics = (function CanvasGraphicsClosure() {
// scale the image to the unit square // scale the image to the unit square
ctx.scale(1 / w, -1 / h); ctx.scale(1 / w, -1 / h);
var tmpCanvas = new this.ScratchCanvas(w, h); var tmpCanvas = new ScratchCanvas(w, h);
var tmpCtx = tmpCanvas.getContext('2d'); var tmpCtx = tmpCanvas.getContext('2d');
var fillColor = this.current.fillColor; var fillColor = this.current.fillColor;
@ -1147,7 +1146,7 @@ var CanvasGraphics = (function CanvasGraphicsClosure() {
// scale the image to the unit square // scale the image to the unit square
ctx.scale(1 / w, -1 / h); ctx.scale(1 / w, -1 / h);
var tmpCanvas = new this.ScratchCanvas(w, h); var tmpCanvas = new ScratchCanvas(w, h);
var tmpCtx = tmpCanvas.getContext('2d'); var tmpCtx = tmpCanvas.getContext('2d');
this.putBinaryImageData(tmpCtx, imgData, w, h); this.putBinaryImageData(tmpCtx, imgData, w, h);

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