Scaling an image to fit on canvas
Solution 1:
You made the error, for the second call, to set the size of source to the size of the target.
Anyway i bet that you want the same aspect ratio for the scaled image, so you need to compute it :
var hRatio = canvas.width / img.width ;
var vRatio = canvas.height / img.height ;
var ratio = Math.min ( hRatio, vRatio );
ctx.drawImage(img, 0,0, img.width, img.height, 0,0,img.width*ratio, img.height*ratio);
i also suppose you want to center the image, so the code would be :
function drawImageScaled(img, ctx) {
var canvas = ctx.canvas ;
var hRatio = canvas.width / img.width ;
var vRatio = canvas.height / img.height ;
var ratio = Math.min ( hRatio, vRatio );
var centerShift_x = ( canvas.width - img.width*ratio ) / 2;
var centerShift_y = ( canvas.height - img.height*ratio ) / 2;
ctx.clearRect(0,0,canvas.width, canvas.height);
ctx.drawImage(img, 0,0, img.width, img.height,
centerShift_x,centerShift_y,img.width*ratio, img.height*ratio);
}
you can see it in a jsbin here : http://jsbin.com/funewofu/1/edit?js,output
Solution 2:
Provide the source image (img) size as the first rectangle:
ctx.drawImage(img, 0, 0, img.width, img.height, // source rectangle
0, 0, canvas.width, canvas.height); // destination rectangle
The second rectangle will be the destination size (what source rectangle will be scaled to).
Update 2016/6: For aspect ratio and positioning (ala CSS' "cover" method), check out:
Simulation background-size: cover in canvas