javascript – Canvas.toDataUrl () does not work for oversized canvases


When saving a canvas, using the toDataUrl method, and then converting it to an image on the server, an empty image is sometimes saved. This happens on the iphone 6,7, and also recently noticed that the same problem on the Meizu MX4 PRO. On ios, I read that there is a limit in pixels. (3 MP)

I have a canvas of 950 * 950. How do I get around this problem? If you make the canvas smaller, and then enlarge it on the server, then the quality will be significantly lost.


Try to use several canvas instead of one. Put them so that they visually form a single picture, and on the server glue the complete image from the parts, placing them in the desired coordinates.

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