I'm experimenting a bit with the new canvas element in HTML.
I simply want to add an image to the canvas but it doesn't work for some reason.
I have the following code:
HTML
<canvas id="viewport"></canvas>
CSS
canvas#viewport { border: 1px solid white; width: 900px; }
JS
var canvas = document.getElementById('viewport'),
context = canvas.getContext('2d');
make_base();
function make_base()
{
base_image = new Image();
base_image.src = 'img/base.png';
context.drawImage(base_image, 100, 100);
}
The image exists and I get no JavaScript errors. The image just doesn't display.
It must be something really simple I've missed...
This question is related to
javascript
html
canvas
here is the sample code to draw image on canvas-
$("#selectedImage").change(function(e) {
var URL = window.URL;
var url = URL.createObjectURL(e.target.files[0]);
img.src = url;
img.onload = function() {
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img, 0, 0, 500, 500);
}});
In the above code selectedImage is an input control which can be used to browse image on system. For more details of sample code to draw image on canvas while maintaining the aspect ratio:
http://newapputil.blogspot.in/2016/09/show-image-on-canvas-html5.html
In my case, I was mistaken the function parameters, which are:
context.drawImage(image, left, top);
context.drawImage(image, left, top, width, height);
If you expect them to be
context.drawImage(image, width, height);
you will place the image just outside the canvas with the same effects as described in the question.
You have to use .onload
let canvas = document.getElementById("myCanvas");
let ctx = canvas.getContext("2d");
const drawImage = (url) => {
const image = new Image();
image.src = url;
image.onload = () => {
ctx.drawImage(image, 0, 0)
}
}
Here's Why
If you are loading the image first after the canvas has already been created then the canvas won't be able to pass all the image data to draw the image. So you need to first load all the data that came with the image and then you can use drawImage()
Source: Stackoverflow.com