Thanks, but I still can't figure it out. I added some logging, and it
all seems to work, except for drawImage which doesn't draw anything.
The image is 16x16 and data:image/png,base64,... displays the correct
image when I paste it into the address bar.
<html>
<head><script>
function draw() {
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var img = new Image();
img.src = "data:image/png;base64,...";
console.log(ctx); // CanvasRenderingContext2D object
console.log(img); // <img src="data:image/png;base64,...">
ctx.save();
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(img,0,0);
ctx.restore();
console.log(ctx.getImageData(0,0,canvas.width,canvas.height));
// ImageData object with 19x19 CanvasPixelArray
// all 19*19*4 values are 0
return ctx.getImageData(0,0,canvas.width,canvas.height);
}
function init() {
chrome.browserAction.setIcon({imageData:draw()});
}
</script></head>
<body onload="init()">
<canvas id="canvas" width="19" height="19"></canvas>
</body>
</html>
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