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.net Powerful JavaScript charts
About
RGraph is a JavaScript charts library based on HTML5 SVG and canvas. RGraph is mature (over 18 years old) and has a wealth of features making it an ideal choice to use for showing charts on your website.

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Version 7.10 released
Version 7.10 (released in January 2026) is the latest version of RGraph and contains various updates to the code which you can see on the changelog page. There's also a big tidy up in terms of comments and a significant change to the way that the internal code is referenced which should lead to a performance improvement in effects and animations.

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New HTML datagrid
In the April 2025 (v6.21) release a new datagrid object was added. This makes it easy to add static or dynamic data tables to your pages. It can be used whether you use the canvas or SVG libraries or entirely standalone.

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Download
Get the latest version of RGraph (version 7.10, 18th January 2026) from the download page. You can read the changelog here. There's also older versions available, minified files and links to cdnjs.com hosted libraries.

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License
RGraph can be used for free under the GPL or if that doesn't suit your situation there's an inexpensive (£129) commercial license available.

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The createImageData function

The createImagedata function allows you to create an Imagedata object for you to manipulate and then add back onto the canvas with the putImageData function. The function can be called with either the width and height of the image data or you can also pass it another ImageData object from which to get the dimensions (the data in the ImageData object is not copied).

However you create the object - the values are all initialised to zero - ie the pixels are all transparent black.

For each pixel in the ImageData array, there are four values - which correspond to red, green, blue and alpha. All of the values can be from 0 - 255.

Once you have manipulated the pixel information you can put the data back on to the canvas with the putImageData function

Arguments to the function

Or:

An example

<script>
    window.onload = function ()
    {
        var canvas = document.getElementById('cvs');
        var context = canvas.getContext('2d');
        
        // Fetchs image data from the canvas
        var imgData = context.createImageData(600,250);
    }
</script>