Change image texture - three.js

I'm trying to do some pixel manipulation on a image texture of a loaded 3d model.
So I started drawing the image to canvas to get the image data, and re-apply that image to the model. But it seems it lost all its texture coordinates. How can I preserve them?
This is what I have:
let img = clothes.material.emissiveMap.image;
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
ctx.putImageData(imageData, 0, 0);
var new_image = new Image();
new_image.src = canvas.toDataURL();
clothes.material.emissiveMap.image = new_image;
clothes.material.emissiveMap.needsUpdate = true;
clothes.material.needsUpdate = true;
Original
Modified
Thank you for any suggestions

I suggest you use a slightly different workflow:
const img = clothes.material.emissiveMap.image;
const canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
const ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, img.width, img.height);
clothes.material.emissiveMap.dispose();
clothes.material.emissiveMap = new THREE.CanvasTexture(canvas);
// copy texture parameters if necessary
It is not intended to change the image reference of an existing texture.

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How to have foreground text with repeat pattern on canvas?

I am trying to have a repeated background image with the text foreground but when I add pattern on canvas the text is not visible, here is me code:
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<canvas id="canvas"></canvas>
JavaScript
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var ctx = canvas.getContext("2d");
var img = new Image();
img.src = "https://cdn.pixabay.com/photo/2019/03/03/20/23/flowers-4032775__340.png";
img.height = 10;
img.onload = function(){
ctx.font = "30px Calibri";
ctx.fillText("DEXIE", 10, 50);
ctx.drawImage(img, 0, 0);
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Draw the text after drawing the pattern. Changing the fillStyle to what color you want the text to be.
canvas.width = innerWidth;
canvas.height = innerHeight;
var ctx = canvas.getContext("2d");
var img = new Image();
img.src = "https://cdn.pixabay.com/photo/2019/03/03/20/23/flowers-4032775__340.png";
img.onload = function(){
img.height = 10;
ctx.drawImage(img, 0, 0); // Do you really want to draw the image on the canvas????
var ptrn = ctx.createPattern(img, 'repeat');
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I am trying to load a Image from an url and draw it onto a canvas which is used as input for a Texture. I have implemented this on https://jsfiddle.net/9Louwn87/25/ . I have used this following snippet to load the image and create the texture
var img = new Image();
img.onload = function() {
canvas.width = size;
canvas.height = size;
ctx.drawImage(this, 0, 0, size, size);
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texture.needsUpdate = true;
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Please can anyone point me to the mistake.
The issue is probably that since you're loading the image yourself and you're loading it from another domain you need to request permission to use the image.
var img = new Image();
img.onload = function() {
canvas.width = size;
canvas.height = size;
ctx.drawImage(this, 0, 0, size, size);
if(texture)
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texture.needsUpdate = true;
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Also, if you had opened the JavaScript console you'd have seen this error
three.min.js:572 Uncaught DOMException: Failed to execute 'texImage2D'
on 'WebGLRenderingContext': Tainted canvases may not be loaded.
One more thing, you can use three.js's ImageLoader which handles this permission issue automatically setting crossDomain if the image is on another domain and not setting it if it's local.
const loader = new THREE.ImageLoader();
loader.load("https://threejsfundamentals.org/threejs/resources/images/wall.jpg", function() {
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html2canvas($("#frame"), {
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html2canvas($("#frame"), {
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Thanks!
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Thanks

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