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You can use JavaScript to draw on the canvas and scale images accordingly.
You can set up your canvas like so: <canvas id='theCanvas'></canvas>
Then set up the javascript like so:
var thisImage = new Image();
thisImage.src = 'image path here';
var canvas = document.getElementById('theCanvas');
var ctx = canvas.getContext('2d');
Once you have these variables set up, you can use the drawImage() function to draw the image you created on the canvas like this:
ctx.drawImage(thisImage, x, y, width, height);
This function allows you to not only easily determine the x and y positions of your image, but you can even set a custom width and height. Hope this helps.



