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HTML `<canvas>` Rendering Issues on iOS Devices - Blurry and Distorted Output

๐Ÿ‘€ Views: 344 ๐Ÿ’ฌ Answers: 1 ๐Ÿ“… Created: 2025-06-12
html canvas ios safari graphics JavaScript

I've been struggling with this for a few days now and could really use some help. I'm maintaining legacy code that This might be a silly question, but This might be a silly question, but I'm working with a frustrating scenario where my HTML `<canvas>` element renders blurry and distorted graphics on iOS devices, specifically on Safari... I've tested this on an iPhone 12 running iOS 15.4. My canvas is set to a size of 800x600 pixels, but when I scale it down using CSS for responsiveness, the graphics lose their sharpness. Hereโ€™s the code snippet Iโ€™m using: ```html <canvas id="myCanvas" width="800" height="600" style="width: 100%; height: auto;"></canvas> ``` In my JavaScript, Iโ€™m drawing a simple rectangle: ```javascript const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); ctx.fillStyle = 'blue'; ctx.fillRect(10, 10, 200, 100); ``` The scenario is that when viewed on iOS, the rectangle appears fuzzy and less defined compared to desktop browsers. I've tried setting the canvas dimensions directly in CSS, adjusting the `devicePixelRatio`, and ensuring I'm using the correct aspect ratio, but none of these have resolved the blurriness. Iโ€™ve also checked if there are any CSS properties that might affect the rendering, but it seems like the question is intrinsic to how Safari handles `<canvas>` scaling. Iโ€™ve searched for guidance but haven't found a solution specific to iOS devices. Can anyone provide insight into fixing this rendering scenario for a crisper canvas output on iOS? This is part of a larger CLI tool I'm building. What am I doing wrong? My development environment is Ubuntu. Am I missing something obvious? Thanks, I really appreciate it! I'm working with Javascript in a Docker container on Linux. Am I missing something obvious?