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这样做会报错,Failed to execute 'drawImage' on 'CanvasRenderingContext2D'
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Page({ onReady: function () { wx.createSelectorQuery().select("#myCanvas").fields({ node: true, size: true }).exec((res) => { const canvas = res[0].node; this.canvas = canvas this.ctx = canvas.getContext("2d") }); this.drawCamera() }, drawCamera: function () { const camera = wx.createCameraContext() this.count = 0 const cameraListener = camera.onCameraFrame((frame) => { if (this.count < 10) console.log(frame) this.count++ this.canvas.width = frame.width this.canvas.height = frame.height let data = new Uint8Array(frame.data); let clamped = new Uint8ClampedArray(data); let imageData = this.canvas.createImageData(clamped, frame.width, frame.height); this.ctx.putImageData(imageData, 0, 0, 0, 0, frame.width, frame.height); }) cameraListener.start() } })
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Page({ onReady: function () { wx.createSelectorQuery().select("#myCanvas").fields({ node: true, size: true }).exec((res) => { const canvas = res[0].node; this.canvas = canvas this.ctx = canvas.getContext("2d") }); this.drawCamera() }, drawCamera: function () { const camera = wx.createCameraContext() this.count = 0 const cameraListener = camera.onCameraFrame((frame) => { if (this.count < 10) console.log(frame) this.count++ this.canvas.width = frame.width this.canvas.height = frame.height let data = new Uint8Array(frame.data); let clamped = new Uint8ClampedArray(data); let imageData = this.canvas.createImageData(clamped, frame.width, frame.height); this.ctx.putImageData(imageData, 0, 0, 0, 0, frame.width, frame.height); }) cameraListener.start() } })
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