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<!DOCTYPE html>
<html>
<head>
  <meta charset="utf-8">
  <title>JS Bin</title>
</head>
<body>
  <canvas id="box">
  </canvas>
  
  <img id="result"/>
</body>
</html>
 
var cv = document.getElementById('box');
var ctx = cv.getContext("2d");
// SVG is resolution independent. Canvas is not. We need to make our canvas High Resolution.
// lets get the resolution of our device.
var pixelRatio = window.devicePixelRatio || 1;
// lets scale the canvas and change its CSS width/height to make it high res.
cv.style.width = cv.width +'px';
cv.style.height = cv.height +'px';
cv.width *= pixelRatio;
cv.height *= pixelRatio;
// Now that its high res we need to compensate so our images can be drawn as normal, by scaling everything up by the pixelRatio.
ctx.setTransform(pixelRatio,0,0,pixelRatio,0,0);
// lets draw a box
ctx.strokeRect(20.5,20.5,80,80);
var ur = cv.toDataURL();
// result should look exactly like the canvas when using PNG (default)
var result = document.getElementById('result');
result.src=ur;
// we need to match the resolution of the canvas
result.style.width = cv.style.width;
result.style.height = cv.style.height;
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anonymouspro
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