Reputation: 5003
I'm trying to allow the user to draw a rectangle on the canvas (like a selection box). I'm getting some ridiculous results, but then I noticed that even just trying the code from my reference here, I get huge fuzzy lines and don't know why.
it's hosted at dylanstestserver.com/drawcss. the javascript is inline so you can check it out. I am using jQuery to simplify getting the mouse coordinates.
Upvotes: 34
Views: 30765
Reputation: 920
The way I do it is to set the canvas element to a width and height in the css, and then set the canvas.width = canvas.clientWidth and canvas.height = canvas.clientHeight
var canvas = document.getElementById("myCanvas");
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
var context = canvas.getContext("2d");
Upvotes: 13
Reputation: 81
The css sizing issue mentioned in these comments is correct, but another more subtle thing that can cause blurred lines is forgetting to call make a call to context.beginPath()
before drawing a line. Without calling this, you will still get a line, but it won't be smoothed which makes the line looks like a series of steps.
Upvotes: 2
Reputation: 1467
I found the reason mine was blurry was that there was a slight discrepancy between the inline width and the CSS width.
I have both inline width/height parameters AND css width/height assigned to my canvas, because I need to keep its physical dimensions static, while increasing its inline dimensions for retina screens.
Check yours are the same if you have a situation like mine.
Upvotes: 0
Reputation: 60003
On retina displays you also need to scale (in addition to the accepted answer):
var context = canvas.getContext('2d');
context.scale(2,2);
Upvotes: 4
Reputation: 691
The blurry problem will happen if you use css to set the canvas height and width instead of setting height and width in the canvas element.
<style>
canvas { height: 800px; width: 1200px; } WRONG WAY -- BLURRY LINES
</style>
<canvas height="800" width="1200"></canvas> RIGHT WAY -- SHARP LINES
Upvotes: 69
Reputation: 5369
You haven't indicated canvas size in pixels, so it is scaled up. It is 300x150 here. Try setting the width, height
Upvotes: 4
Reputation: 3052
For some reason, your canvas is stretched. Because you have its css property width
set to 100%
, it is stretching it from some sort of native size. It's the difference between using the css width
property and the width
attribute on the <canvas>
tag. You might want to try using a bit of javascript to make it fill the viewport (see jQuery .width()):
jQuery(document).ready(function(){
var canvas = document.getElementById('drawing');
canvas.width(($(window).width()).height($(window).height());
var context = canvas.getContext('2d');
//...
Upvotes: 36