I'm trying to render an SVG to canvas, using a data: URI
and canvas.drawImage()
. This works well, except that external images in the SVG are not included on the resulting canvas.
Example HTML (live jsFiddle example):
<canvas id="canvas" width="400" height="400"></canvas>
<div id="container">
<svg id="mySVG" xmlns="http://www.w3.org/2000/svg" version="1.1">
<rect width="150" height="150" fill="rgb(0, 255, 0)" stroke-width="1" stroke="rgb(0, 0, 0)"/>
<image preserveAspectRatio="none" xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="http://upload.wikimedia.org/wikipedia/en/7/70/Example.png" width="80" height="80"></image>
</svg>
</div>
Javascript:
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d'),
svg = document.getElementById('container').innerHTML,
img = new Image();
img.onload = function () {
ctx.drawImage(img, 0, 0);
};
img.src = 'data:image/svg+xml,' + svg;
I've tried setting a timeout before calling drawImage, hoping that it would be a synchronization issue, but it did not seem to help. Any ideas?
This is not a canvas issue. It won't work/will look the same even if you are not using the canvas at all and just appending your HTMLImageElement to the DOM. see:
http://jsfiddle.net/ss5bjooj/2/