I have a problem with Html5 canvas
i draw an image but its quality becomes very poor

after i draw it with canvas it becomes this

my code is here
<script type="text/javascript">
$canvasWidth = $('#canvas').width;
$canvasHeight = $('#canvas').height;
var alpha = 0.0;
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
function draw(){
    var delta = 0.05;
    ctx.clearRect(0,0,$canvasWidth, $canvasHeight);
    ctx.globalAlpha = alpha;
    var logo= new Image();
    WandioLight.onload = function(){
        ctx.drawImage(logo, 0, 0, 250, 167);
    };
    logo.src = "logo.png";
    alpha += delta;
    if(alpha > 1.0){
        return false;
    }
    setTimeout(draw, 50);
}
                
You can incrementally scale your image down for better results.
Since your final size is 1/4 the original size, you could:
scale the 1000x669 image in half to 500x334 onto a temp canvas
scale the 500x335 canvas in half to 250x167 onto the main canvas
Here's example code and a Demo:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var img=new Image();
img.onload=start;
img.src="https://ictcluster.ge/wp-content/uploads/2018/09/wandio-logo-1-1024x724.png";
function start(){
  // scale the 1000x669 image in half to 500x334 onto a temp canvas
  var c1=scaleIt(img,0.50);
  // scale the 500x335 canvas in half to 250x167 onto the main canvas
  canvas.width=c1.width/2;
  canvas.height=c1.height/2;
  ctx.drawImage(c1,0,0,250,167);
}
function scaleIt(source,scaleFactor){
  var c=document.createElement('canvas');
  var ctx=c.getContext('2d');
  var w=source.width*scaleFactor;
  var h=source.height*scaleFactor;
  c.width=w;
  c.height=h;
  ctx.drawImage(source,0,0,w,h);
  return(c);
}
body{ background-color: ivory; padding:10px; }
canvas{border:1px solid red;}
<canvas id="canvas" width=300 height=300></canvas>
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