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