|
|
|
|
|
by lukegb
4669 days ago
|
|
Damn, you went for the same solution as me. I didn't think anyone else would so obtuse as to use a canvas to access the raw image data. Here's my equivalent solution: var canvas = document.createElement('canvas');
canvas.height = 1;
canvas.width = 1;
var twodctx = canvas.getContext('2d');
var blockImg = null;
var qs = document.querySelectorAll('img');
for (var i = 0; i < qs.length; i++) {
var img = qs[i];
twodctx.drawImage(img, 0, 0, 1, 1);
var imgd = twodctx.getImageData(0,0,1,1);
if (imgd.data[0] == imgd.data[1] && imgd.data[0] == imgd.data[2] && imgd.data[3] == 255) {
var badDiv = document.createElement('div');
badDiv.style.display = 'none';
document.body.appendChild(badDiv);
badDiv.appendChild(img.parentNode.removeChild(img));
break;
}
}
|
|