HTML5 Canvas Resized (downscaled) JPEG Images have grain?
I want to downscale user input images (jpeg) using HTML5 Canvas / javascript before sending them to server. The goal is to limit image resolution to 1000×1000 pixels and possibly make a thumbnail. But the output images have too much grain / looks too sharp. Looking for a way to produce good quality images.
How to correctly place texture on the image in canvas?
I’m currently working on a project where I need to convert the colors depending on how many elements that array has (let say if there are 4 elements in array then it will convert into 4 color pattern). and textureFile
is a file to place on the image itself, so it is like multiply
effect on Photoshop. It places image, but problem is with the rotation. Image should be a tiled knitting, but I get weird result.
How to change the size of each sector in wheel of fortune
I have used the wheel of fortune code by Roko C. Buljan from here: how to draw a wheel of fortune?
Uncaught (in promise) 1073690080
I am getting an uncaught promise error from the following code. Does anyone have an idea how should I resolve this error?
Make Html5 Canvas progress bar to circle from semi circle
I am creating one progress bar using Html5 Canvas, Where i need to show the progress bar based on provided value. Now user set some value and based on it the progress bar should complete the progress.
Conflict of asynchronous functions over Canvas Context
I tried developing a graph drawing web app using a canvas which includes animations for lines as this:
When the linewidth of js canvas is greater than 1, the performance is very poor. How to optimize it
When drawing lines with ctx. linewidth greater than 1, the performance of js canvas is very poor. For example, if there are 5000 points and ctx. linewidth=1, the performance is good. If it is greater than 1, it will be particularly sluggish. How to optimize the process to avoid lag? Is there any other drawing method.
Eraser completely makes the Canvas white
main.js: