When using the HTML5 draw img feature, only the top 1/4 of the image will be

I am having trouble loading a full image into canvas. Currently, it only displays the top 1/4 of the image regardless of which one I use. Any help would be greatly appreciated. Here is the code snippet in question:

var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var img = new Image();

img.onload = function() {
  context.drawImage(this, 0, 0);
};
img.src = 'img/test.jpg';

Answer №1

Transforming an accurate remark into a solution:

It appears that you have not specified canvas.width or canvas.height (you can also do this in the HTML using

<canvas width="..." height="..."></canvas>
if preferred)

Modifying the canvas's width and height through CSS will enlarge your drawing area to fit the desired size, but it is not equivalent.

Answer №2

Be sure to clearly define the various parameters utilized by the function. This function is designed to extract content from an image and place it onto your canvas, so you must manually set the Width and Height values to avoid any default settings.

drawImage(Img, Sx, Sy, Swidth, Sheight, X, Y, Width, Height)

All of these available parameters should be included whenever possible.

Answer №3

In the wise words of Absol from the shadows, it is crucial to adjust the canvas size according to your image.

img.onload = function() {
  context.canvas.width = img.width;
  context.canvas.height = img.height;
  context.drawImage(this, 0, 0);
  };

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