putImageData method
Paints the data from a specified CanvasImageData object onto a canvas.
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Syntax
object.putImageData(imagedata, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight);
Parameters
- imagedata [in]
-
Type: ICanvasImageData
A CanvasImageData object with an image's pixel data.
- dx [in]
-
Type: number
The x-coordinate, in pixels, of the upper-left corner of the rectangle in relation to the coordinates of the canvas.
- dy [in]
-
Type: number
The y-coordinate, in pixels, of the upper-left corner of the rectangle in relation to the coordinates of the canvas.
- dirtyX [in, optional]
-
Type: number
The horizontal (x) value, in CSS pixels, where to place the image on the canvas.
- dirtyY [in, optional]
-
Type: number
The vertical (y) value, in CSS pixels, where to place the image on the canvas.
- dirtyWidth [in, optional]
-
Type: number
The destination width value, in CSS pixels, to use to draw the image to the canvas.
- dirtyHeight [in, optional]
-
Type: number
The destination height value, in CSS pixels to use to draw the image to the canvas.
Return value
This method does not return a value.
Exceptions
The following exceptions can be thrown:
| Exception | Condition |
|---|---|
|
One of the parameters is infinite or not a number (NaN). |
|
The first parameter is not an CanvasImageData object. |
|
The image is not of the same origin or domain as the destination. |
Standards information
- HTML Canvas 2D Context, Section 13
Remarks
You can specify an optional rectangle to show only those pixels. This "dirty" rectangle refers to a section of pixels to paint. You can use this option to specify areas on an image that might change without repainting the complete image.
See also

