HTML `<canvas>` Rendering Issues on iOS Devices - Blurry and Distorted Output
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. Hereโs the code snippet Iโm using: ```html <canvas id="myCanvas" width="800" height="600" style="width: 100%; height: auto;"></canvas> ``` In my JavaScript, Iโm 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. Iโve 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. Iโve 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?