
pixelate() draws a pixelated version of the from image to the to canvas,, apply only after. resizeImage() resizes the output image if bigger than the defined max Height or max Width A couple of weeks ago I went to put some video on my computer and nada -( when I hook up the camera and computer, the img.mxr screen comes up, but when I hit view or capture video, the screen locks up and I get a IMxBrowser. Im running Vista and initially everything worked fine. convertpalette() converts image with the defined color palette, apply only after. Good morning, I have a Panasonic SDR-H18 palmcorder.

convertGrayscale() converts image to greyscale, apply only after. getpalette() returns array of current palette, can't be chained setMaxHeight(int) set canvas image maximum height, it can resize the output image, max height overrides max width, only used when. setMaxWidth(int) set canvas image maximum width, it can resize the output image, only used when. setpalette(arr) sets the color palette to use, takes an array of rgb colors: ], int from 0 to 255 setFromImgSource(src) change the src from the image element setDrawTo(elem) canvas elem to draw the image setDrawFrom(elem) elem to get the image to pixelate hideFromImg() hides the from image element, is applied on object creation

draw() draw to canvas from image source and resizes if max height or max width is reached You can chain all methods together, beware that the order they are applied can change the final result.Īpplying first the color palette and then the greyscale can give a slightlity different image. To : elem, defaults to document.getElementById("pixelitcanvas")įrom : elem, defaults to document.getElementById("pixelitimg") You can pass some options when creating the instance (you can alter them later using the api methods). Then load the pixelit.js script and apply it on an image. To use the quick default configuration you need an element from where to draw the image and canvas element with the id pixelitcanvas.
