you have access to a 2D context of the canvas when the image is rendered onto a canvas element (assuming the browser is modern).
With the 2D context, you can invoke the method getImageData
This will return ImageData developer.mozilla.org/en-US/docs/W...
With the data property, you will have one-dimensional array containing the data in the RGBA order, with integer values between 0 and 255. You can process this data as you please, then create a new ImageData, and put this new data onto your buffer canvas with putImageData
Thanks! That's exactly what I needed.
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