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var canvas = fx.canvas();
Before you can apply any filters you will need a canvas, which stores the result of the filters you apply. Canvas creation is done through fx.canvas(), which creates and returns a new WebGL tag with additional methods specific to glfx.js. This call will throw an error message if the browser doesn't support WebGL.
But
var canvas = fx.canvas();
var ctx = canvas.getContext('2d'); //Returns null
Also drawImage, getImageData, putImageData throws "not a function" error.
I want to take advantage of some effects of Glfx and also do some work on my own. For example use Glitch effect (http://snorpey.github.io/jpg-glitch/).
The text was updated successfully, but these errors were encountered:
By the description:
var canvas = fx.canvas();
Before you can apply any filters you will need a canvas, which stores the result of the filters you apply. Canvas creation is done through fx.canvas(), which creates and returns a new WebGL tag with additional methods specific to glfx.js. This call will throw an error message if the browser doesn't support WebGL.
But
var canvas = fx.canvas();
var ctx = canvas.getContext('2d'); //Returns null
Also drawImage, getImageData, putImageData throws "not a function" error.
I want to take advantage of some effects of Glfx and also do some work on my own. For example use Glitch effect (http://snorpey.github.io/jpg-glitch/).
The text was updated successfully, but these errors were encountered: