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@ -35,7 +35,7 @@ this is a completely vanilla javascript and html canvas outpainting convenience
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8. once an image appears*, click the `<` and `>` buttons at the bottom-left corner of the image to cycle through the others in the batch if you requested multiple (it defaults to 2 batch size, 2 batch count) - click `y` to choose one you like, or `n` to cancel that image generation batch outright and possibly try again
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9. now that you've got a starter, click somewhere near it to outpaint - try and include as much of the "context" as possible in the reticle for the best result convergence
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10. use the mask mode to prepare previously rendered image areas for touchups/inpainting
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11. play around with the available options, click "dl img" to save the cropped region of outpainted canvas (thanks [@Kalekki](https://github.com/Kalekki)! (https://github.com/zero01101/openOutpaint/pull/2))
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11. play around with the available options, make your click "dl img" to save the cropped region of outpainted canvas (thanks [@Kalekki](https://github.com/Kalekki)! (https://github.com/zero01101/openOutpaint/pull/2))
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*if it _doesn't_ create an image, check your console output to see if you've got CORS errors
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@ -47,6 +47,7 @@ this is a completely vanilla javascript and html canvas outpainting convenience
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- [x] split out CSS to its own file (remedial cleanup task)
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- [ ] split out JS to separation-of-concerns individual files (oh no)
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- [ ] add error handling for async/XHR POST in case of, yknow, errors
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- [ ] image erase region in case you decide later that you're not too happy with earlier results
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- [ ] controls for the rest of API-available options (e.g. hires fix, inpaint fill modes, etc)
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- [ ] render progress spinner/bar
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- [ ] ~~smart crop downloaded image~~
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