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The canvas drawImage size default is 300 x 150, so it's using the CSS to resize the canvas. Example posted at http://pastebin.me/76aed7005b1b413ea3c479287f4dbd59
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<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>Conforming XHTML 1.0 Strict Template</title> </head> <body> <h2>Auto-resizing the background image using Canvas</h2> <canvas id="myCanvas" style="width: 100%; height: 100%; position: absolute; left: 0px; top: 0px; z-index: -1;"></canvas> <script type="text/javascript"> var context = document.getElementById('myCanvas').getContext('2d'); var w = document.body.clientWidth; var h = document.body.clientHeight; img = new Image(); img.src='http://i201.photobucket.com/albums/aa236/Mottie1/testsite/screenshots/bg1.jpg'; img.onload = function () { context.drawImage(this,0,0,300,150); }; </script> </body> </html>