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Failed to execute ‘drawImage’ on ‘CanvasRenderingContext2D’ even though image source is correct?

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The error “Failed to execute ‘drawImage’ on ‘CanvasRenderingContext2D'” usually occurs when trying to draw an image on a canvas before it is fully loaded. Here are steps to ensure the image loads properly:

Example Code

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Canvas Draw Image Example</title>
</head>
<body>
    <canvas id="myCanvas" width="500" height="500"></canvas>
    <script>
        const canvas = document.getElementById('myCanvas');
        const ctx = canvas.getContext('2d');
        const img = new Image();

        img.onload = function() {
            ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
        };

        img.onerror = function() {
            console.error('Image failed to load');
        };

        img.src = 'path/to/your/image.jpg'; // Ensure this path is correct
    </script>
</body>
</html>

Key Points

  1. Create a new Image object: Use new Image() to create a new image instance.
  2. Set onload and onerror callbacks: These handle the image loading and error cases.
  3. Set the image source (src) after defining the callbacks: This ensures the image is loaded and drawn only after it is fully available.

Additional Tips

  • Check Image Path: Ensure the image path is correct and accessible.
  • Network Issues: Verify the image is not blocked by network issues.
  • CORS: If loading images from another domain, ensure CORS settings are configured correctly.

 

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