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boc/landvex-admin-v2/node_modules/png-js/README.md
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Bernt 6989a98d75 feat: Passwordless cross-device authentication
- Arkitektur: docs/auth/passwordless-architecture.md
- Backend: iom/quixzoom-auth-service/ (FastAPI + Redis)
- Webb: quixzoom-market-pages/se/login/ (QR-kod + polling)
- App: iom/quixzoom-app/src/features/auth/ (push + deep links)

Flöde: QR-kod → app-godkännande → webb-inloggad
2026-07-07 07:11:50 +00:00

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Markdown

png.js
======
A PNG decoder in JS for the canvas element or Node.js.
## Browser Usage
Simply include png.js and zlib.js on your HTML page, create a canvas element, and call PNG.load to load an image.
<canvas></canvas>
<script src="zlib.js"></script>
<script src="png.js"></script>
<script>
var canvas = document.getElementsByTagName('canvas')[0];
PNG.load('some.png', canvas);
</script>
The source code for the browser version resides in `png.js` and also supports loading and displaying animated PNGs.
## Node.js Usage
Install the module using npm
sudo npm install png-js
Require the module and decode a PNG
var PNG = require('png-js');
PNG.decode('some.png', function(pixels) {
// pixels is a 1d array (in rgba order) of decoded pixel data
});
You can also call `PNG.load` if you want to load the PNG (but not decode the pixels) synchronously. If you already
have the PNG data in a buffer, simply use `new PNG(buffer)`. In both of these cases, you need to call `png.decode`
yourself which passes your callback the decoded pixels as a buffer. If you already have a buffer you want the pixels
copied to, call `copyToImageData` with your buffer and the decoded pixels as returned from `decodePixels`.