Yes, I know about .getImageData()
I mean, let's say, I have to change some pixels:
var imageData = ctx.getImageData(...);
Seems, this method give me completely new copy of "real" (hiden somewhere deep from me) image-data. I say that, because if you create new one:
var imgData2 = ctx.getImageData(.../*same parameters as before*/);
and compare two buffers:
imageData.data.buffer === imgData2.data.buffer; //false
So, each time it create new copy from it's bitmap. Oh my Gosh, Why? Okay, go further:
/*...apply some new changes to the imageData in a loop...*/
Nothing special above. But now, it's time to put this back:
ctx.putImageData(imageData, ...);
And this one inside itself run new loop and copy my imageData.
So much extra work! Is there a way to get actual imageData and manipulate it without get/put? And if no - I'm ask again - WHY? Is it security reasons? What they afraid I can do with that pixels?
Thank you!