Using createImageData when available
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@ -1279,7 +1279,8 @@ function checkPutBinaryImageDataCompatibility() {
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} catch (e) {
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} catch (e) {
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CanvasGraphics.prototype.putBinaryImageData =
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CanvasGraphics.prototype.putBinaryImageData =
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function CanvasGraphicsPutBinaryImageDataShim(ctx, imgData, w, h) {
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function CanvasGraphicsPutBinaryImageDataShim(ctx, imgData, w, h) {
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var tmpImgData = ctx.getImageData(0, 0, w, h);
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var tmpImgData = 'createImageData' in ctx ? ctx.createImageData(w, h) :
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ctx.getImageData(0, 0, w, h);
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var tmpImgDataPixels = tmpImgData.data;
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var tmpImgDataPixels = tmpImgData.data;
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var data = imgData.data;
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var data = imgData.data;
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