Basically in your code what happens is this:
var img;
image(img, 0, 0);
It doesn’t work because img is empty. One solution is to initialize img with an image that you preloaded:
function setup() {
img = m;
}
But this would mean that there will be an image by default. Another solution is to “only” draw if img is not empty
function draw() {
if (img !== undefined) {
image(img, 0, 0);
}
}
This won’t draw anything by default.