Closed Adc100 closed 7 years ago
Haven't been able to confirm this, but will try to get my hands on a device to test this at some point.
The scaling patch in #127 solves this issue. Simply pass a scale factor of 2 and then put then render the canvas output into an image at the original size. Would be nice if that patch was merged into master..
It's been quite a while since this issue was raised. Any development?
note: I've tried the scaling patch, but if the scaled canvas size is larger than the document width/height browsers start throwing errors while executing drawImage().
It's not "blurry", it's on low resolution: 320 x 480, instead of 640 x 960!
I have the same problem, trying to work out on a solution.
@niklasvh can this be closed in favor of #390?
On iPhone and Safari I'm using html2canvas to take a screenshot of a div with text and images. It works but it's very blurry due to the retina display on iPhones. This problem is usually easily corrected for images and canvases by using the technique below but I can't get it to work with html2canvas. I've been modifying the canvas.width, height, and ctx.scale in Canvas.js but it's always blurry.
This works on all other canvases but not with html2canvas var canvas = document.getElementById('pic'); canvas.width = 640; canvas.height = 960; canvas.style.width = "320px"; canvas.style.height = "480px";
For more information on canvas and retina see http://zsprawl.com/iOS/2012/03/html5-canvas-and-retina-displays/ and http://blog.iwalt.com/2010/08/generating-highresolution-graphics-with-html5s-canvas-element.html