Currently im trying to make a canvas zoom and also draw again the whole canvas
var painter = document.getElementById('painter');
var cp = painter.getContext('2d');
var scale = 1;
var originx = 0;
var savedData = [];
var originy = 0;
var zoom = 0;
$('#painter').on('mousewheel', function(event) {
        var imgData = cp.getImageData(0, 0, painter.width, painter.height);
        savedData.push(imgData);
        var mousex = event.clientX - painter.offsetLeft;
        var mousey = event.clientY - painter.offsetTop;
        var wheel = event.deltaY;//n or -n
        var zoom = 1 + wheel/2;
        cp.translate(
            originx,
            originy
        );
        cp.scale(zoom,zoom);
        cp.translate(
            -( mousex / scale + originx - mousex / ( scale * zoom ) ),
            -( mousey / scale + originy - mousey / ( scale * zoom ) )
        );
         if (savedData.length > 0) {
                var imgData = savedData.pop();
                cp.putImageData(imgData, 0, 0);
            }
        originx = ( mousex / scale + originx - mousex / ( scale * zoom ) );
        originy = ( mousey / scale + originy - mousey / ( scale * zoom ) );
        scale *= zoom;
    });
Thing is it does not work. Canvas is never updated... the variables seems to be fine and since I need to draw again the whole canvas Im saving all the data into an array