Canvas drawImage scales my square image to a rectangle [duplicate]
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This question already has an answer here:
Canvas is stretched when using CSS but normal with “width” / “height” properties
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I have a fairly simple test, a 400 x 400 white image with text on it saying "1" over and over again.
I draw it on a fairly simple 1000 x 1000 canvas, trying to resize it to 100 x 100.
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
tempCanvas.style.width = "1000px";
tempCanvas.style.height = "1000px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "1.png";
But despite all that being squares, I end up with an odd-looking, deformed, weirdly scaled result that's rectangular, low quality, and without having any of its dimensions being 100px.
On the left, you can see the original image, on the right, that's the top left corner of my canvas.
If you want the original image, here it is: https://i.stack.imgur.com/yDkLx.png
What am I missing?
javascript image canvas
marked as duplicate by Kaiido
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Nov 20 at 4:34
This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.
add a comment |
up vote
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down vote
favorite
This question already has an answer here:
Canvas is stretched when using CSS but normal with “width” / “height” properties
7 answers
I have a fairly simple test, a 400 x 400 white image with text on it saying "1" over and over again.
I draw it on a fairly simple 1000 x 1000 canvas, trying to resize it to 100 x 100.
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
tempCanvas.style.width = "1000px";
tempCanvas.style.height = "1000px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "1.png";
But despite all that being squares, I end up with an odd-looking, deformed, weirdly scaled result that's rectangular, low quality, and without having any of its dimensions being 100px.
On the left, you can see the original image, on the right, that's the top left corner of my canvas.
If you want the original image, here it is: https://i.stack.imgur.com/yDkLx.png
What am I missing?
javascript image canvas
marked as duplicate by Kaiido
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Nov 20 at 4:34
This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.
add a comment |
up vote
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down vote
favorite
up vote
1
down vote
favorite
This question already has an answer here:
Canvas is stretched when using CSS but normal with “width” / “height” properties
7 answers
I have a fairly simple test, a 400 x 400 white image with text on it saying "1" over and over again.
I draw it on a fairly simple 1000 x 1000 canvas, trying to resize it to 100 x 100.
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
tempCanvas.style.width = "1000px";
tempCanvas.style.height = "1000px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "1.png";
But despite all that being squares, I end up with an odd-looking, deformed, weirdly scaled result that's rectangular, low quality, and without having any of its dimensions being 100px.
On the left, you can see the original image, on the right, that's the top left corner of my canvas.
If you want the original image, here it is: https://i.stack.imgur.com/yDkLx.png
What am I missing?
javascript image canvas
This question already has an answer here:
Canvas is stretched when using CSS but normal with “width” / “height” properties
7 answers
I have a fairly simple test, a 400 x 400 white image with text on it saying "1" over and over again.
I draw it on a fairly simple 1000 x 1000 canvas, trying to resize it to 100 x 100.
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
tempCanvas.style.width = "1000px";
tempCanvas.style.height = "1000px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "1.png";
But despite all that being squares, I end up with an odd-looking, deformed, weirdly scaled result that's rectangular, low quality, and without having any of its dimensions being 100px.
On the left, you can see the original image, on the right, that's the top left corner of my canvas.
If you want the original image, here it is: https://i.stack.imgur.com/yDkLx.png
What am I missing?
This question already has an answer here:
Canvas is stretched when using CSS but normal with “width” / “height” properties
7 answers
javascript image canvas
javascript image canvas
edited Nov 20 at 4:30
asked Nov 20 at 4:01
Yann Bergonzat
351519
351519
marked as duplicate by Kaiido
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Nov 20 at 4:34
This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.
marked as duplicate by Kaiido
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Nov 20 at 4:34
This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.
add a comment |
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1 Answer
1
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oldest
votes
up vote
1
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accepted
Try setting the width
and height
values on the canvas element prior to the drawImage()
, rather than relying on the styles as you are.
Setting the width
and height
attributes corresponds to setting the dimensions of that canvas element.
Once you've defined the dimensions of a canvas element, the rendering behavior of the canvas becomes much more predicatable:
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
//tempCanvas.style.width = "400px";
//tempCanvas.style.height = "400px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
tempCanvas.width = 100;
tempCanvas.height = 100;
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "https://puu.sh/C4HE2/d96b531d08.png";
canvas {
border:1px solid blue;
}
img {
border:1px solid red;
}
The code snippet above shows the original source image with red border, and the down-scaled canvas rendered image with blue border - hope this helps!
If I do that, the image is still weirdly resized, only thing is the canvas is smaller. Also, that doesn't suit my needs, I won't always have an image that's exactly the size of the canvas. puu.sh/C4Hz2/b81c6f836d.png
– Yann Bergonzat
Nov 20 at 4:26
strange - can you please upload your source image, eg the image with the 1's
– Dacre Denny
Nov 20 at 4:27
i.stack.imgur.com/yDkLx.png Done :)
– Yann Bergonzat
Nov 20 at 4:28
1
@YannBergonzat thanks :-) , just updated answer with code snippet - seems to work for me, does this produce expected results for you?
– Dacre Denny
Nov 20 at 4:32
1
@YannBergonzat yes that's correct - typically when you work with canvas, you'll want to set the width and height to define the resolution/dimensions of the canvas. The styling just sets the dimensions of the canvas in terms of the box-model, which bear no meaning when calling functions like drawImage()
– Dacre Denny
Nov 20 at 4:37
|
show 1 more comment
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
1
down vote
accepted
Try setting the width
and height
values on the canvas element prior to the drawImage()
, rather than relying on the styles as you are.
Setting the width
and height
attributes corresponds to setting the dimensions of that canvas element.
Once you've defined the dimensions of a canvas element, the rendering behavior of the canvas becomes much more predicatable:
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
//tempCanvas.style.width = "400px";
//tempCanvas.style.height = "400px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
tempCanvas.width = 100;
tempCanvas.height = 100;
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "https://puu.sh/C4HE2/d96b531d08.png";
canvas {
border:1px solid blue;
}
img {
border:1px solid red;
}
The code snippet above shows the original source image with red border, and the down-scaled canvas rendered image with blue border - hope this helps!
If I do that, the image is still weirdly resized, only thing is the canvas is smaller. Also, that doesn't suit my needs, I won't always have an image that's exactly the size of the canvas. puu.sh/C4Hz2/b81c6f836d.png
– Yann Bergonzat
Nov 20 at 4:26
strange - can you please upload your source image, eg the image with the 1's
– Dacre Denny
Nov 20 at 4:27
i.stack.imgur.com/yDkLx.png Done :)
– Yann Bergonzat
Nov 20 at 4:28
1
@YannBergonzat thanks :-) , just updated answer with code snippet - seems to work for me, does this produce expected results for you?
– Dacre Denny
Nov 20 at 4:32
1
@YannBergonzat yes that's correct - typically when you work with canvas, you'll want to set the width and height to define the resolution/dimensions of the canvas. The styling just sets the dimensions of the canvas in terms of the box-model, which bear no meaning when calling functions like drawImage()
– Dacre Denny
Nov 20 at 4:37
|
show 1 more comment
up vote
1
down vote
accepted
Try setting the width
and height
values on the canvas element prior to the drawImage()
, rather than relying on the styles as you are.
Setting the width
and height
attributes corresponds to setting the dimensions of that canvas element.
Once you've defined the dimensions of a canvas element, the rendering behavior of the canvas becomes much more predicatable:
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
//tempCanvas.style.width = "400px";
//tempCanvas.style.height = "400px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
tempCanvas.width = 100;
tempCanvas.height = 100;
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "https://puu.sh/C4HE2/d96b531d08.png";
canvas {
border:1px solid blue;
}
img {
border:1px solid red;
}
The code snippet above shows the original source image with red border, and the down-scaled canvas rendered image with blue border - hope this helps!
If I do that, the image is still weirdly resized, only thing is the canvas is smaller. Also, that doesn't suit my needs, I won't always have an image that's exactly the size of the canvas. puu.sh/C4Hz2/b81c6f836d.png
– Yann Bergonzat
Nov 20 at 4:26
strange - can you please upload your source image, eg the image with the 1's
– Dacre Denny
Nov 20 at 4:27
i.stack.imgur.com/yDkLx.png Done :)
– Yann Bergonzat
Nov 20 at 4:28
1
@YannBergonzat thanks :-) , just updated answer with code snippet - seems to work for me, does this produce expected results for you?
– Dacre Denny
Nov 20 at 4:32
1
@YannBergonzat yes that's correct - typically when you work with canvas, you'll want to set the width and height to define the resolution/dimensions of the canvas. The styling just sets the dimensions of the canvas in terms of the box-model, which bear no meaning when calling functions like drawImage()
– Dacre Denny
Nov 20 at 4:37
|
show 1 more comment
up vote
1
down vote
accepted
up vote
1
down vote
accepted
Try setting the width
and height
values on the canvas element prior to the drawImage()
, rather than relying on the styles as you are.
Setting the width
and height
attributes corresponds to setting the dimensions of that canvas element.
Once you've defined the dimensions of a canvas element, the rendering behavior of the canvas becomes much more predicatable:
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
//tempCanvas.style.width = "400px";
//tempCanvas.style.height = "400px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
tempCanvas.width = 100;
tempCanvas.height = 100;
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "https://puu.sh/C4HE2/d96b531d08.png";
canvas {
border:1px solid blue;
}
img {
border:1px solid red;
}
The code snippet above shows the original source image with red border, and the down-scaled canvas rendered image with blue border - hope this helps!
Try setting the width
and height
values on the canvas element prior to the drawImage()
, rather than relying on the styles as you are.
Setting the width
and height
attributes corresponds to setting the dimensions of that canvas element.
Once you've defined the dimensions of a canvas element, the rendering behavior of the canvas becomes much more predicatable:
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
//tempCanvas.style.width = "400px";
//tempCanvas.style.height = "400px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
tempCanvas.width = 100;
tempCanvas.height = 100;
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "https://puu.sh/C4HE2/d96b531d08.png";
canvas {
border:1px solid blue;
}
img {
border:1px solid red;
}
The code snippet above shows the original source image with red border, and the down-scaled canvas rendered image with blue border - hope this helps!
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
//tempCanvas.style.width = "400px";
//tempCanvas.style.height = "400px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
tempCanvas.width = 100;
tempCanvas.height = 100;
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "https://puu.sh/C4HE2/d96b531d08.png";
canvas {
border:1px solid blue;
}
img {
border:1px solid red;
}
var image = new Image();
document.body.appendChild(image);
image.addEventListener("load",function (event) {
var image1 = event.target;
var tempCanvas = window.document.createElement("canvas");
//tempCanvas.style.width = "400px";
//tempCanvas.style.height = "400px";
tempCanvas.style.background = "rgba(0, 0, 0, 0.1)";
tempCanvas.width = 100;
tempCanvas.height = 100;
document.body.appendChild(tempCanvas);
tempCanvas.getContext("2d").drawImage(image1, 0, 0, 100, 100);
});
image.src = "https://puu.sh/C4HE2/d96b531d08.png";
canvas {
border:1px solid blue;
}
img {
border:1px solid red;
}
edited Nov 20 at 4:42
answered Nov 20 at 4:15
Dacre Denny
9,0744729
9,0744729
If I do that, the image is still weirdly resized, only thing is the canvas is smaller. Also, that doesn't suit my needs, I won't always have an image that's exactly the size of the canvas. puu.sh/C4Hz2/b81c6f836d.png
– Yann Bergonzat
Nov 20 at 4:26
strange - can you please upload your source image, eg the image with the 1's
– Dacre Denny
Nov 20 at 4:27
i.stack.imgur.com/yDkLx.png Done :)
– Yann Bergonzat
Nov 20 at 4:28
1
@YannBergonzat thanks :-) , just updated answer with code snippet - seems to work for me, does this produce expected results for you?
– Dacre Denny
Nov 20 at 4:32
1
@YannBergonzat yes that's correct - typically when you work with canvas, you'll want to set the width and height to define the resolution/dimensions of the canvas. The styling just sets the dimensions of the canvas in terms of the box-model, which bear no meaning when calling functions like drawImage()
– Dacre Denny
Nov 20 at 4:37
|
show 1 more comment
If I do that, the image is still weirdly resized, only thing is the canvas is smaller. Also, that doesn't suit my needs, I won't always have an image that's exactly the size of the canvas. puu.sh/C4Hz2/b81c6f836d.png
– Yann Bergonzat
Nov 20 at 4:26
strange - can you please upload your source image, eg the image with the 1's
– Dacre Denny
Nov 20 at 4:27
i.stack.imgur.com/yDkLx.png Done :)
– Yann Bergonzat
Nov 20 at 4:28
1
@YannBergonzat thanks :-) , just updated answer with code snippet - seems to work for me, does this produce expected results for you?
– Dacre Denny
Nov 20 at 4:32
1
@YannBergonzat yes that's correct - typically when you work with canvas, you'll want to set the width and height to define the resolution/dimensions of the canvas. The styling just sets the dimensions of the canvas in terms of the box-model, which bear no meaning when calling functions like drawImage()
– Dacre Denny
Nov 20 at 4:37
If I do that, the image is still weirdly resized, only thing is the canvas is smaller. Also, that doesn't suit my needs, I won't always have an image that's exactly the size of the canvas. puu.sh/C4Hz2/b81c6f836d.png
– Yann Bergonzat
Nov 20 at 4:26
If I do that, the image is still weirdly resized, only thing is the canvas is smaller. Also, that doesn't suit my needs, I won't always have an image that's exactly the size of the canvas. puu.sh/C4Hz2/b81c6f836d.png
– Yann Bergonzat
Nov 20 at 4:26
strange - can you please upload your source image, eg the image with the 1's
– Dacre Denny
Nov 20 at 4:27
strange - can you please upload your source image, eg the image with the 1's
– Dacre Denny
Nov 20 at 4:27
i.stack.imgur.com/yDkLx.png Done :)
– Yann Bergonzat
Nov 20 at 4:28
i.stack.imgur.com/yDkLx.png Done :)
– Yann Bergonzat
Nov 20 at 4:28
1
1
@YannBergonzat thanks :-) , just updated answer with code snippet - seems to work for me, does this produce expected results for you?
– Dacre Denny
Nov 20 at 4:32
@YannBergonzat thanks :-) , just updated answer with code snippet - seems to work for me, does this produce expected results for you?
– Dacre Denny
Nov 20 at 4:32
1
1
@YannBergonzat yes that's correct - typically when you work with canvas, you'll want to set the width and height to define the resolution/dimensions of the canvas. The styling just sets the dimensions of the canvas in terms of the box-model, which bear no meaning when calling functions like drawImage()
– Dacre Denny
Nov 20 at 4:37
@YannBergonzat yes that's correct - typically when you work with canvas, you'll want to set the width and height to define the resolution/dimensions of the canvas. The styling just sets the dimensions of the canvas in terms of the box-model, which bear no meaning when calling functions like drawImage()
– Dacre Denny
Nov 20 at 4:37
|
show 1 more comment