I'm trying to draw a diagram with canvas and want to get crisp lines, not anti-aliased. I know about the 0.5 offset you need to use to make lines fall exactly on screen pixels, but even with that I get anti-aliased lines in Firefox, while both Chrome and IE render it fine.
Here's some example code:
JS:
var canvas = document.getElementsByTagName('canvas')[0];
var ctx = canvas.getContext('2d');
canvas.width = 100;
canvas.height = 100;
ctx.translate(-0.5, -0.5); //To get crisp lines
ctx.lineWidth = 1;
ctx.strokeStyle = 'black';
for (var x = 20; x < 100; x += 20){
ctx.moveTo(x, 20);
ctx.lineTo(x,100);
ctx.stroke();
}
See JsFiddle: http://jsfiddle.net/einaregilsson/9yrF6/8/
This is what it looks like in Chrome and IE:
This is what it looks like in Firefox:
This is Firefox 26 on Windows 7. I've tried turning off hardware acceleration, which someone suggested but that makes no difference. Any ideas how I can get crisp lines on Firefox?
Also, is there anyone on Firefox that doesn't get anti-aliased lines when they look at the Fiddle? I'm wondering if this is a general Firefox issue, or particular to my setup.
It looks like you're slightly zoomed-in on Firefox (notice how the lines are spaced slightly further apart)
Hit Ctrl+0 to reset the zoom level. This should fix your problem.
It should be crisp in Firefox too, you probably have zoomed in.
Reset the zoom (CTRL+0)
Related
I just came across some unexpected behaviour on the HTML Canvas element; I tried to strip the problem down as much as I could. In short, it appears the ctx.fillText fails to render the text in specific regions of the canvas.
This is the smallest script I could write to consistently reproduce the bug (I tested it on different machines, OSs and browsers). It creates a black canvas (1.25×1.25 in drawing space units, 1000×1000 in pixels, the drawing space origin is in the middle) and draws red dots as the mouse passes over it, but there are several horizontal stripes in which it fails to do so.
// define boundaries of drawing space
const left = -.625;
const tops = -.625;
const scale = 800;
const width = 1.25;
const height = 1.25;
// create canvas
let canvas = document.createElement("canvas");
canvas.width = scale * width;
canvas.height = scale * height;
canvas.style.backgroundColor = "black";
document.body.appendChild(canvas);
// create context
let ctx = canvas.getContext("2d");
ctx.scale(scale, scale);
ctx.translate(-left, -tops);
ctx.textBaseline = "middle";
ctx.textAlign = "center";
ctx.font = `.03px arial`;
ctx.fillStyle = "rgba(208, 64, 64, 1)";
// coordinates follow mouse
addEventListener("mousemove", event => {
let mouseX = left + event.layerX / scale;
let mouseY = tops + event.layerY / scale;
ctx.fillText(".", mouseX, mouseY);
});
You can paste it in your dev-tools in about:blank and see for yourself. In any case here's a gif too:
As you can see, there are several horizontal stripes left untouched, even though I pass over them with the mouse. Also, the entirety of the bottom 80% of the canvas is unaffected.
A few important notes:
This occurs with any text, but I used the dot because it takes up the least amount of space, while bigger symbols easily bridged the gaps in the upper portion and made it more difficult to see.
The mousemove event is not the culprit, mouseX and mouseY update properly and smoothly.
It is not due to my mouse being dragged too quickly, it leaves the gaps no matter how slow I move.
It is not due to how small the scale is, as the x dimension has the same scaling as the y dimension, but the former doesn't present this issue.
This does not occur with the ctx.strokeText method, which works fine.
It also does not occur with ctx.fillPath.
Am I doing something wrong? Or is this actually a bug?
The problem is the extremely small font size you're trying to render. You shouldn't use values like .03px - it makes sense for renderers to not be able to render something like that correctly, considering the typical smallest paintable size on a display is 1 pixel (a little smaller than that on high DPI displays, but probably not much less than .25px). It may work for painting simple lines, but rendering is more complicated than that (e.g. hinting).
Try the following values:
scale = 80
width = 12.5
height = 12.5
ctx.font = `.3px arial`;
Alternatively, try to paint a dot or a square rather than a "." string.
As a side note, I was able to reproduce the problem on Chrome, but on Firefox it actually renders fine.
I want to fill my text with a top from bottom gradient. I've followed four or five different tutorials on how to achieve this but it doesn't work.
I have two different dynamic text sources, something like this:
<div id="first-name" contentEditable="true">Olaf</div>
<div id="last-name" contentEditable="true">Smith</div>
I want to draw whatever the user writes on the canvas (after a button press). I know how to fetch the values, so let's ignore that part and focus on two things:
1) How to know how wide the content is to fill with a gradient.
2) How to fill anything with a gradient to begin with...
They say this is how you should do it:
var d_canvas = document.getElementById('canvas')
var context = d_canvas.getContext('2d')
var firstNameGradient = context.createLinearGradient(6,38,6,70) //no idea what values I should use
firstNameGradient.colorStop(0, '#eede85')
firstNameGradient.colorStop(1, '#fea700')
context.fillStyle = firstNameGradient
context.font = "bold 26px Tahoma"
context.fillText(firstName, 6, 38)
context.font = "bold 36px Tahoma"
context.fillText(lastName, whereFirstNameEnds, 38)
However, whatever values I try to fill with it doesn't work. In, fact nothing gets drawn in at all.
So I have no idea how to solve either 1) or 2). Does anyone know?
Edit: Just noticed an error:
TypeError: firstNameGradient.colorStop is not a function
context.createLinearGradient(6,38,6,70) //no idea what values I should use
This is defining a line from (x1, y1) to (x2, y2) which in turn describes the angle of the gradient. Seems OK here, might need some fine tuning.
Change these:
firstNameGradient.colorStop(0, '#eede85')
firstNameGradient.colorStop(1, '#fea700')
to use addColorStop() instead
firstNameGradient.addColorStop(0, '#eede85')
firstNameGradient.addColorStop(1, '#fea700')
To find the width (in pixels) you can use measureText() and the property width of the returned object:
var tw = firstNameGradient.measureText(firstName).width;
Text is by default drawn with y representing the baseline. You can change this by setting text-baseline to top - this makes it easier to provide the gradient line:
firstNameGradient.textBaseline = "top";
The specs do provide a way to get the height of a font as well, but no browers has yet implemented this part so you need to either guess or use a DOM element to measure height.
Sorry for being so naive as to use w3Schools, but If you reverse engineer this snippet you should get the job done:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.font="20px Georgia";
ctx.fillText("Hello World!",10,50);
ctx.font="30px Verdana";
// Create gradient
var gradient=ctx.createLinearGradient(0,0,c.width,0);
gradient.addColorStop("0","magenta");
gradient.addColorStop("0.5","blue");
gradient.addColorStop("1.0","red");
// Fill with gradient
ctx.fillStyle=gradient;
ctx.fillText("Big smile!",10,90);
Should you need any more advice check it out here
NOTE: Please, for the love of all things holy, don't use w3Schools, please try to use MDN
NOTE 2: I have no experience with canvas, so if I am making myself out to be an idiot, I am very sorry.
You can use ctx.measureText(txt) to get the right width for the canvas. Here's an example that works as required:
var context = document
.querySelector('canvas')
.getContext('2d');
var pos = {x: 50, y: 50};
var txt = 'Hello!';
var txtHeight = 50;
context.font = txtHeight + 'px Verdana';
var txtWidth = context.measureText(txt).width;
var gradient = context.createLinearGradient(
pos.x, pos.y, txtWidth, txtHeight);
gradient.addColorStop(0,"red");
gradient.addColorStop(1,"blue");
context.fillStyle = gradient;
context.fillText(txt,pos.x,pos.y);
And here's the demo on JSFiddle
I'm working on project which have to draw graphs. Everything is quite good, but noticed one problem, the lines are showing strange.. it seems like someone draw my graph with brush holding horizontally.. when line goes down everything is OK, but when line is going horizontal the it becomes much smaller ... I can't find what's the problem could be..
Please help, because I started to get wrong graphs when it needs to draw horizontal line...
Here is the link to my project:
http://www.unolita.lt/images/signalai/Documents/Koreliacine%20funkcija.html
You can clearly see my problem on 1st picture..
Here is it's code:
function drawSignal()
{
var canvas = document.getElementById("canvSignal");
if (canvas.getContext)
{
var ctx = canvas.getContext("2d");
ctx.lineWidth = 3;
function Signalas()
{
<...>
ctx.beginPath();
ctx.moveTo(x, y);
ctx.strokeStyle = "black";
<...>
y=250- Sn[n] ;
ctx.lineTo(x, y);
ctx.stroke(x, y);
<...>
To put all code here was too much problematic..
This is due to the fact lines are drawn over all pixels they're over (on canvas positionning is in float). When you want to draw precise vertical or horizontal lines in javascript on a canvas, you'd better have them in half ints.
Possible Solution : If you have to draw a line with an odd numbered width, then you will have to offset the center of your line by 0.5 up or down. That way rendering will happen at boundary of pixel and not in middle, and you will always have a sharp line with no residue at the end edges.
So add 0.5 for odd numbered line width so that your points should be half numbered
ctx.lineTo(x+0.5, y+0.5);
ctx.stroke(x+0.5, y+0.5);
I have modified your code like this in line number 134 and 135 and got a output like this . Hope, this helps
Refer Here :
incorrect display lineWidth=1 at html5 canvas
HTML5 Canvas and Line Width
Line Width in Canvas
My client is experiencing a bizarre bug in Firefox 12 on Windows: a blue tinted box is appearing around the drawn image in the canvas.
The canvas is inside an iframe inside a fancybox div. You may be able to see this in action by clicking the image thumbnail under the main image on this site:
http://mattmatthias.com/a/index.php?route=product/product&path=20&product_id=80
At first, I thought it was a selection issue, although the fact that the drawn image itself rather than the whole canvas seems to refute that. I've tried again and again to blur the canvas, the container div, the iframe... everything, to no avail.
What's worse, I can't reproduce this bug. Everything functions normally in Safari, Firefox, Chrome, and Opera on my mac.
This is probably the offending code, as it's the only part of the code that draws anything:
if(imageWidth == 0) return;
context.clearRect(0, 0, canvasWidth, canvasHeight);
var x_adjust = -x-(ratio*canvasWidth -canvasWidth )/2;
var y_adjust = -y-(ratio*canvasHeight -canvasHeight )/2;
var width = scaledWidth*ratio;
var height = scaledHeight*ratio;
if(x_adjust < canvasWidth - width)
x_adjust = canvasWidth - width;
if(x_adjust > 0)
x_adjust = 0;
if(y_adjust < canvasHeight - height)
y_adjust = canvasHeight - height;
if(y_adjust > 0)
y_adjust = 0;
if(width < canvasWidth) {
x_adjust += (canvasWidth - width) / 2;
}
if(height < canvasHeight) {
y_adjust += (canvasHeight - height) / 2;
}
context.drawImage(image, 0, 0,
imageWidth, imageHeight,
x_adjust, y_adjust,
width, height);
Any ideas? As I get more details, I will post them here.
This isn't related to the canvas; just opening the image in Firefox shows the same thing. So it's a problem with reading/rendering the image.
This Mozilla support issue sounds like precisely what's happening here, and it's related to a color management issue.
And indeed, removing the color profile from the image file makes the image look correct.
Depending on the particular case, instead of just stripping the profile you may want to do some conversion instead; whether that's necessary depends on the particular image, profile, and on how big the probability is that color management even remotely has a chance of producing something meaningful on your visitors' monitors (unless you cater to graphic designers: probably not very big).
I'm trying to draw a grid of white lines on a black background.
The bottom 3 horizontal lines seem faded until I redraw them, and I can't figure out why this is happening. Has anyone seen this before and/or know what I'm doing wrong?
This is due to the fact lines are drawn over all pixels they're over (on canvas positionning is in float). When you want to draw precise vertical or horizontal lines in javascript on a canvas, you'd better have them in half ints.
See illustration : The first horizontal line was drawn with a y position of 1. This line is fuzzy and wide. The second horizontal line was drawn with a y position of 4.5. It is thin and precise.
For example in your code, I had good results by changing your horizontal lines loop to this :
// Horizontal lines
for (var i = 1; i < objCanvas.height / intGridWidth; i++)
{
objContext.strokeStyle = "white";
var y = Math.floor(i*intGridWidth)+0.5
objContext.moveTo(0, y);
objContext.lineTo(objCanvas.width, y);
objContext.stroke();
}
Here's a fiddle demonstrating it with very thin and clean lines :
http://jsfiddle.net/dystroy/7NJ6w/
The fact that a line is drawn over all pixels it is over means the only way to draw an horizontal line with a width of exactly one pixel is to target the middle. I usually have this kind of util functions in my canvas based applications :
function drawThinHorizontalLine(c, x1, x2, y) {
c.lineWidth = 1;
var adaptedY = Math.floor(y)+0.5;
c.beginPath();
c.moveTo(x1, adaptedY);
c.lineTo(x2, adaptedY);
c.stroke();
}
Of course you'd better do it for vertical lines too to have a good looking page.
It doesn't look faded for me. Maybe it's something to do with your OS or PC, which is not able to render the drawing properly. I'm using Chrome 20 on Win 7. Test it out.
You have to define objContext.lineWidth like this:
objContext.lineWidth = 2;
I'm not sure why last line gets faded though.
See http://jsfiddle.net/jSCCY/