

Enter CreateDirectory:įull_path = C:\Users\Seto\AppData\Local\Google\Chrome\User Data\DefaultĬreateDirectory(C:\Users\Seto\AppData\Local\Google\Chrome\User Data Numeric =ĬhromePluginLib::CP_Initialize(C:\Users\Seto\AppData\Local\Google Official build, using official sync server. You can test this new behavior today using images from Picasa, which already sends a CORS header allowing cross-origin requests, and the Chrome dev channel.Here's the log, the same problem with Chromium, this is the chrome dev We’ve already started working with external image and video hosting services like Flickr to evangelize the use of CORS on their images. Unfortunately, this new restriction in WebGL means that some existing content will break. Var url = canvas.toDataURL() // Read succeeds, canvas won't be dirty. For example:Ĭtx.drawImage(img, 0, 0, canvas.width, canvas.height) crossOrigin is set (and the remote server supports CORS), the read is possible. Attempting to read back the pixels using ctx.toDataURL() or ctx.getImageData() throws a SECURITY_ERR.


ctx.drawImage()) flips the origin-clean flag to false. Normally, filling a canvas with a remote image (e.g. Same as img.crossOrigin='anonymous'Īnother nice property that we gain from this new setting is the ability to read cross-domain image data set on a 2D canvas. Img.crossOrigin = '' // no credentials flag. If you want to enable CORS request on an image, all you have to do is add one line of code: This means that sophisticated applications that were using cross-origin textures before, can continue to do so, assuming the hosting image server grants the necessary cross-origin permission using CORS. However, applications may still utilize images and videos from another domain with the cooperation of the server hosting the media, otherwise known as CORS.ĬORS support for MediaElements has also been fully implemented in WebKit by setting a new. The default behavior will be a DOM_SECURITY_ERR. As a result, the WebGL specification was updated to be more restrictive when it comes to using cross-domain images and videos as WebGL textures.Īs a result, Chrome 13 (and Firefox 5) will no longer allow cross-domain media as a WebGL texture. A few weeks ago, we became aware of a security issue with WebGL: shaders could be used to indirectly deduce the contents of textures uploaded to the GPU.
