im using graphicsmagick for node.js
all i want to do is create graphics server side and spit it out as a png image client side something like:
socket.emit('my_image',{'buffer':buffer});
then i could add 'data:image/png;base64,'+buffer
I have managed to save an image i created with rectangles but saving takes a long time!!
I don't want to save the image as this seems to take ages and i really don't need to keep this image, it just needs to be done server side.
my problem is that i am failing to grasp the correct use of streams/buffers...
gm = require('gm');
require('gm-buffer');
var image=gm(37,37,"#FFF");
for(var r = 0; r < cells.length ; ++r){
var row = cells[r];
for(var c = 0; c <= row.length ; ++c){
var fill= row[c] ? '#000' : '#fff';
image.drawRectangle((c-num)*num,(r)*num,(c)*num,(r+num)*num).fill(fill)
//image.buffer(function(err,buf){console.log(buf);});
//.stream('png')
//.pipe(writeStream);
//console.dir(image);
}}
/*image.toBuffer(function(err,buffer){
if(err){console.log(err);}else{
socket.emit('my_image',{'buffer':buffer});
console.dir(buffer);//<buffer > ???
}
});*/
//
//this is all i can get to work but its dead slow (takes nearly 5 minutes!?)
//
image.write('/home/engine/public_html/test.png',function(err){
if(err){console.log(err);}else{
//socket.emit('my_image',{'img':image});
}});