<html> <head> <script type="application/javascript"> function draw(){ var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var imageObj = new Image(); imageObj.src = "negro.jpg"; for (i=0; i<=500; i++){ for(j = 0; j<=500; j++){ var num = Math.random(); if(num > 0.5){ ctx.drawImage(imageObj, i, j); } }} } </script> </head> <body onload="draw()"> <canvas id="canvas" width="3000" height="3000"></canvas> </body> </html>