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- var context = canvas1.getContext('2d');
- context.drawImage(canvas2,0,0);
- drawImage() for getcontext('webgl')?
- ctx2D.drawImage(webGLCanvas.toDataURL("image/png"), 0, 0);
- ...getContext("webgl", {preserveDrawingBuffer: true});
- ctx2D.drawImage(webGLCanvas, 0, 0);
- // ctx2D.beginPath()...
- <div style="position: relative;">
- <canvas id="layer1" width="100" height="100"
- style="position: absolute; left: 0; top: 0; z-index: 0;"></canvas>
- <canvas id="layer2" width="100" height="100"
- style="position: absolute; left: 0; top: 0; z-index: 1;"></canvas>
- </div>
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