Reputation: 81
My image size is 940 * 300 but html5 canvas showing only part of image in chrome. Can you please help how to fix this?
Below is the code
<!DOCTYPE html>
<html>
<head>
<style></style>
</head>
<body onload="draw();">
<p>Drag me</p>
<canvas id="paint_area"></canvas>
<script>
function draw() {
var ctx = document.getElementById('paint_area').getContext('2d');
//ctx.fillStyle = '#cc3300';
var img_buffer = document.createElement('img');
img_buffer.src = 'http://www.jobcons.in/homebanner.jpg';
var imgWidth = img_buffer.width;
var imgHeight = img_buffer.height;
ctx.width = imgWidth;
ctx.height = imgHeight;
ctx.drawImage(img_buffer,0,0,imgWidth,imgHeight);
}
</script>
</body>
</html>
Upvotes: 8
Views: 8331
Reputation: 154818
Two things:
You were setting the context's size which doesn't make much sense. The canvas has a width and a height.
You should really use img_buffer.onload
to make sure you only paint the image when it's loaded and not before it's completely loaded.
Fiddle: http://jsfiddle.net/pimvdb/TpFQ8/
So:
<canvas id="paint_area" width="940" height="300"></canvas>
and:
var cv = document.getElementById('paint_area'),
ctx = ctx.getContext('2d');
and:
img_buffer.onload = function() {
var imgWidth = img_buffer.width;
var imgHeight = img_buffer.height;
cv.width = imgWidth;
cv.height = imgHeight;
ctx.drawImage(img_buffer, 0, 0, imgWidth, imgHeight);
}
Upvotes: 10
Reputation: 63812
The reason is simply that you cannot do
ctx.width= imgWidth;
ctx.height=imgHeight;
You must do
can.width= imgWidth;
can.height=imgHeight;
Where can
is a reference to the canvas, and not the canvas context.
Working example:
Upvotes: 6