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We should be able to create an UIImage() from an Image (and maybe from scratch or other objects), and getting a GraphicsContext from it so we can paint on it as an offscreen Canvas object. The UIImage should be able to be the fastest representation to paint an image on the screen.
E.g.
localimg=UIImage(app.activeImage)
Dialog():canvas{ ...onpaint=function(ev)
localctx=ev.contextctx:drawImage(img, 0, 0)
end
}
The text was updated successfully, but these errors were encountered:
We should be able to create an
UIImage()
from anImage
(and maybe from scratch or other objects), and getting aGraphicsContext
from it so we can paint on it as an offscreenCanvas
object. TheUIImage
should be able to be the fastest representation to paint an image on the screen.E.g.
The text was updated successfully, but these errors were encountered: