Reputation: 24731
I've seen this question on Stackoverflow, but I failed to find an answer - all solutions proposed just does not work for me.
Problem: When I'm passing a base64-encoded SVG as src to image it looks as crisp as original SVG image. But if I'll take this image and use it in canvas (via context.drawImage) - it would be of a worser quality:
The question is - how can I draw svg-based image in canvas which will look like original image?
What have I tried so far. The approach described here (re-iterative downsampling) is not working for me. The other advise (to add 0.5 to the dimensions) has not saved the situation as well. Playing with imageSmoothingEnabled - still no luck.
Here's the codepen used for generating this particular screenshot:
let toBase64 = (svg) => {
let serialized = new XMLSerializer().serializeToString(svg);
let base64prefix = "data:image/svg+xml;base64,"
let enc = base64prefix + btoa(serialized);
return enc;
}
let copySvg = (svg, img) => {
let enc = toBase64(svg);
img.src = enc;
}
let copyImg = (img, canvas) => {
context = canvas.getContext("2d");
context.drawImage(img, 0, 0, 200.5, 200.5);
}
let main = () => {
let svg = document.getElementById("svg");
let img = document.getElementById("img");
let canvas = document.getElementById("canvas");
copySvg(svg, img);
copyImg(img, canvas);
}
window.onload = main;
Upvotes: 5
Views: 5653
Reputation: 8378
The SVG and Image are implicitly drawn at high DPI, but you need to explicitly handle this case for canvas.
If your device has window.devicePixelRatio === 2
, you'll see a much crisper image if you increase canvas size and update drawImage to match:
<!-- Change this -->
<canvas id="canvas" width="200" height="200"></canvas>
<!-- to -->
<canvas id="canvas" width="400" height="400"></canvas>
And:
// change this:
context.drawImage(img, 0, 0, 200.5, 200.5);
// to:
context.drawImage(img, 0, 0, 400, 400);
For more details about window.devicePixelRatio
(and canvas's backingStorePixelRatio
) see the html5rocks article on High DPI Canvas
Upvotes: 8