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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.
7th Dec 2016, 11:12 PM
Lux
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