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Rename this.image to this._image
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@ -103,7 +103,7 @@
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* @throws {Error}
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*/
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getImageInfo: function (url) {
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var image = this.image = new Image();
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var image = this._image = new Image();
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var _this = this;
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if (this.crossOriginPolicy) {
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@ -228,32 +228,32 @@
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*/
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_buildLevels: function () {
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var levels = [{
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url: this.image.src,
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width: this.image.naturalWidth,
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height: this.image.naturalHeight
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url: this._image.src,
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width: this._image.naturalWidth,
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height: this._image.naturalHeight
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}];
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if (!this.buildPyramid || !$.supportsCanvas || !this.useCanvas) {
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// We don't need the image anymore. Allows it to be GC.
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delete this.image;
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delete this._image;
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return levels;
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}
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var currentWidth = this.image.naturalWidth;
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var currentHeight = this.image.naturalHeight;
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var currentWidth = this._image.naturalWidth;
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var currentHeight = this._image.naturalHeight;
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var bigCanvas = document.createElement("canvas");
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var bigContext = bigCanvas.getContext("2d");
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bigCanvas.width = currentWidth;
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bigCanvas.height = currentHeight;
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bigContext.drawImage(this.image, 0, 0, currentWidth, currentHeight);
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bigContext.drawImage(this._image, 0, 0, currentWidth, currentHeight);
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// We cache the context of the highest level because the browser
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// is a lot faster at downsampling something it already has
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// downsampled before.
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levels[0].context2D = bigContext;
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// We don't need the image anymore. Allows it to be GC.
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delete this.image;
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delete this._image;
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if ($.isCanvasTainted(bigCanvas)) {
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// If the canvas is tainted, we can't compute the pyramid.
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