javascript - Drawing to canvas always has blurry results -


i have searched many web pages , throughout stackoverflow , have not yet found answer problem. want make simple tile editor require me able edit canvas pixel pixel. each tile 8px 8px. have html properties , css use 8 8 pixels. have tried below method , have tried other various methods including html2canvas. blurry results. here test code reproduces problem.

image

i testing chromebook (toshiba chromebook 2) on latest stable release. have tested nexus 7 (2013) tablet , lg g3 android cell phone same results. using chrome browser on each device.

<!doctype html> <html xmlns="http://www.w3.org/1999/xhtml">  <head>     <meta http-equiv="content-type" content="text/html; charset=utf-8" />     <title>test</title>     <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script>     <style>     body {background:white;}     </style>     <script>     $(document).ready(function() {          drawpixel('canvas0', 0, 0, 255, 0, 0, 255);         drawpixel('canvas0', 0, 1, 255, 0, 0, 255);         drawpixel('canvas0', 0, 2, 255, 0, 0, 255);         drawpixel('canvas0', 0, 3, 255, 0, 0, 255);         drawpixel('canvas0', 0, 4, 255, 0, 0, 255);          function drawpixel (canvasname, x, y, r, g, b, a) {             // console.log('values passed drawpixel:', canvas, x, y, r, g, b, a);             var canvas = document.getelementbyid(canvasname);             var canvaswidth = canvas.width;             var canvasheight = canvas.height;             var ctx = canvas.getcontext("2d");             ctx.translate(0.5, 0.5) ;             var canvasdata = ctx.getimagedata(0, 0, canvaswidth, canvasheight);              var index = ((x + y) * canvaswidth) * 4;             console.log('1',canvasdata);             canvasdata.data[index + 0] = r;             canvasdata.data[index + 1] = g;             canvasdata.data[index + 2] = b;             canvasdata.data[index + 3] = a;             console.log('2',canvasdata);              ctx.putimagedata(canvasdata, 0, 0);         }     });     </script> </head>  <body> <canvas id="canvas0" width="8" height="8" style="width:8px;height:8px;"></canvas>  </body>  </html> 

updated code below

<!doctype html> <html xmlns="http://www.w3.org/1999/xhtml">  <head>     <meta http-equiv="content-type" content="text/html; charset=utf-8" />     <title>test</title>     <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script>     <style>     body {background:white;}     </style>     <script>     $(document).ready(function() {         var canvas = document.getelementbyid('canvas0');         var ctx = canvas.getcontext("2d");         ctx.translate(0.5, 0.5);          drawpixel(ctx, 0, 0, 255, 0, 0, 255);         drawpixel(ctx, 0, 1, 255, 0, 0, 255);         drawpixel(ctx, 0, 2, 255, 0, 0, 255);         drawpixel(ctx, 0, 3, 255, 0, 0, 255);         drawpixel(ctx, 0, 4, 255, 0, 0, 255);          function drawpixel(ctx, x, y, r, g, b, a) {             ctx.fillstyle = "rgba(" + r + "," + g + "," + b  + "," + + ")";             ctx.fillrect(x, y, 1, 1);         }     });     </script> </head>  <body> <canvas id="canvas0" width="8" height="8" style="width:8px;height:8px;"></canvas>  </body>  </html> 

you should rewrite drawpixel method draw pixel. there no need use imagedata objects here, , transforms doesn't work in case.

my suggestion (preserving signature):

 function drawpixel (canvasname, x, y, r, g, b, a) {      // these should in parent or global scope, pass in context      var canvas = document.getelementbyid(canvasname);      var ctx = canvas.getcontext("2d");       // set color, note alpha here value in range [0, 1]      ctx.fillstyle = "rgba(" + r + "," + g + "," + b + "," + (a / 255) + ")";      ctx.fillrect(x, y, 1, 1); } 

to make pixel sharper, use translate (and once) in global scope, example (a non-signature compatible version):

var canvas = document.getelementbyid("test");  var ctx = canvas.getcontext("2d");    drawpixel(ctx, 0, 0, 255, 0, 0, 255);  drawpixel(ctx, 0, 1, 255, 0, 0, 255);  drawpixel(ctx, 0, 2, 0, 255, 0, 255); // show more  drawpixel(ctx, 0, 3, 255, 0, 0, 255);  drawpixel(ctx, 0, 4, 255, 0, 0, 255);    // show image standard interpolation (bilinear)  ctx.drawimage(canvas, 0, 0, 8, 8,   8, 0, 64, 64);    // show image enlarged using nearest-neighbor  ctx.imagesmoothingenabled = false;  ctx.mozimagesmoothingenabled = false;  ctx.webkitimagesmoothingenabled = false;    ctx.drawimage(canvas, 0, 0, 8, 8,   50, 0, 64, 64);    function drawpixel(ctx, x, y, r, g, b, a) {    ctx.fillstyle = "rgba(" + r + "," + g + "," + b + "," + (a / 255) + ")";    ctx.fillrect(x, y, 1, 1);  }
<canvas id="test" width=130 height=64></canvas>

additionally, can remove style attribute inside tag. canvas element adopt size given width/height.


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