"Tainted canvases may not be loaded" Cross domain issue with WebGL textures

19,669

are you setting the crossOrigin attribute on your img before requesting it?

var img = new Image();
img.crossOrigin = "anonymous";
img.src = "https://graph.facebook.com/1387819034852828/picture?width=150&height=150"; 

It's was working for me when this question was asked. Unfortunately the URL above no longer points to anything so I've changed it in the example below

var img = new Image();
img.crossOrigin = "anonymous";   // COMMENT OUT TO SEE IT FAIL
img.onload = uploadTex;
img.src = "https://i.imgur.com/ZKMnXce.png"; 

function uploadTex() {
  var gl = document.createElement("canvas").getContext("webgl");
  var tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  try {
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
    log("DONE: ", gl.getError());
  } catch (e) {
    log("FAILED to use image because of security:", e);
  }
}

function log() {
  var div = document.createElement("div");
  div.innerHTML = Array.prototype.join.call(arguments, " ");
  document.body.appendChild(div);
}
<body></body>

How to check you're receiving the headers

Open your devtools, pick the network tab, reload the page, select the image in question, look at both the REQUEST headers and the RESPONSE headers.

enter image description here

The request should show your browser sent an Origin: header

The response should show you received

Access-Control-Allow-Methods: GET, OPTIONS, ...
Access-Control-Allow-Origin: *

Note, both the response AND THE REQUEST must show the entries above. If the request is missing Origin: then you didn't set img.crossOrigin and the browser will not let you use the image even if the response said it was ok.

If your request has the Origin: header and the response does not have the other headers than that server did not give permission to use the image to display it. In other words it will work in an image tag and you can draw it to a canvas but you can't use it in WebGL and any 2d canvas you draw it into will become tainted and toDataURL and getImageData will stop working

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Will Calderwood
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Will Calderwood

Jack of all trades in the Software Development world. Mainly experienced in Delphi and C#. I've recently decided to have a go at the mobile games market by starting Scribble Games using Java and LibGDX. Games developed so far listed below: https://play.google.com/store/apps/details?id=com.wrc.wordstorm.android https://play.google.com/store/apps/details?id=com.scribble.wordnut https://play.google.com/store/apps/details?id=com.scribble.wordburst

Updated on August 29, 2022

Comments

  • Will Calderwood
    Will Calderwood over 1 year

    I've learnt a lot in the last 48 hours about cross domain policies, but apparently not enough.

    Following on from this question. My HTML5 game supports Facebook login. I'm trying to download profile pictures of people's friends. In the HTML5 version of my game I get the following error in Chrome.

    detailMessage: "com.google.gwt.core.client.JavaScriptException: (SecurityError) ↵ stack: Error: Failed to execute 'texImage2D' on 'WebGLRenderingContext': Tainted canvases may not be loaded.

    As I understand it, this error occurs because I'm trying to load an image from a different domain, but this can be worked around with an Access-Control-Allow-Origin header, as detailed in this question.

    The URL I'm trying to download from is

    https://graph.facebook.com/1387819034852828/picture?width=150&height=150

    Looking at the network tab in Chrome I can see this has the required access-control-allow-origin header and responds with a 302 redirect to a new URL. That URL varies, I guess depending on load balancing, but here's an example URL.

    https://fbcdn-profile-a.akamaihd.net/hprofile-ak-xap1/v/t1.0-1/c0.0.160.160/p160x160/11046398_1413754142259317_606640341449680402_n.jpg?oh=6738b578bc134ff207679c832ecd5fe5&oe=562F72A4&gda=1445979187_2b0bf0ad3272047d64c7bfc2dbc09a29

    This URL also has the access-control-allow-origin header. So I don't understand why this is failing.

    Being Facebook, and the fact that thousands of apps, games and websites display users profile pictures, I'm assuming this is possible. I'm aware that I can bounce through my own server, but I'm not sure why I should have to.

    Answer

    I eventually got cross domain image loading working in libgdx with the following code (which is pretty hacky and I'm sure can be improved). I've not managed to get it working with the AssetDownloader yet. I'll hopefully work that out eventually.

    public void downloadPixmap(final String url, final DownloadPixmapResponse response) {
        final RootPanel root = RootPanel.get("embed-html");
        final Image img = new Image(url);
        img.getElement().setAttribute("crossOrigin", "anonymous");
        img.addLoadHandler(new LoadHandler() {
    
            @Override
            public void onLoad(LoadEvent event) {
                HtmlLauncher.application.getPreloader().images.put(url, ImageElement.as(img.getElement()));
                response.downloadComplete(new Pixmap(Gdx.files.internal(url)));
                root.remove(img);
            }
        });
        root.add(img);
    }
    
    interface DownloadPixmapResponse {
        void downloadComplete(Pixmap pixmap);
    
        void downloadFailed(Throwable e);
    }
    
  • Will Calderwood
    Will Calderwood almost 9 years
    This was the next thing I was going to try. The game is written in libgdx which wraps GWT. The way it all hangs together I can't see an easy way to set the crossOrigin attribute before the image is requested. Just to confirm, are you able to draw your image to a WebGL canvas?
  • gman
    gman almost 9 years
    Yes I'm able to upload my image to a WebGL canvas. See example above.
  • Will Calderwood
    Will Calderwood almost 9 years
    That's good to know. I'm suspecting this is the answer. I'm trying to work out how to achieve this within libgdx so I can test properly. Thanks.
  • Syamesh K
    Syamesh K almost 8 years
    For me it gives another error. Image from origin 'thumb101.shutterstock.com' has been blocked from loading by Cross-Origin Resource Sharing policy: No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'localhost:8383' is therefore not allowed access.
  • gman
    gman almost 8 years
    That means thumbs101.shuttlestock.com does not give permission to use the image in the browser in WebGL. You'd have to contact shuttlestock.com and ask them to update their server to give permission or host the images somewhere else. imgur and flickr both currently give permission for these uses but most sites do not.
  • Matteo
    Matteo almost 7 years
    @gman - How can I verify that indeed it is the case that a certain domain does not give permission to use an image in the browser in WebGL? I have a similar issue in this question: stackoverflow.com/questions/45088620/….
  • gman
    gman almost 7 years
    added debugging details to answer
  • Matteo
    Matteo almost 7 years
    @gman - This was super valuable information! Thanks for updating the answer!