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FAQ

Why is my canvas output larger/smaller than expected?

When you set width: 1920 and height: 1080, you might expect a canvas with exactly 1920×1080 pixels, but instead get a canvas with 3840×2160 pixels (or 2400×1350 pixels on some devices).

This is the expected behavior, not a bug.

Understanding Canvas Dimensions

The width and height options set the CSS display size, not the internal pixel dimensions.

Formula:

Canvas pixel width = width × scale
Canvas pixel height = height × scale

Default behavior:

By default, scale = window.devicePixelRatio:

  • On standard displays: scale = 1
  • On Retina/high-DPI displays: scale = 2
  • On some displays: scale = 1.25, 1.5, etc.

This produces high-quality images for high-DPI screens.

Example

javascript
// On a Retina display (devicePixelRatio = 2):
html2canvas(element, {
    width: 1920,
    height: 1080
});

// Results in:
// - Canvas CSS display size: 1920px × 1080px
// - Canvas internal resolution: 3840px × 2160px
// - Canvas HTML: <canvas width="3840" height="2160" style="width: 1920px; height: 1080px;">

Solution

If you want exact pixel dimensions, set scale: 1:

javascript
html2canvas(element, {
    width: 1920,
    height: 1080,
    scale: 1  // Now canvas will be exactly 1920×1080 pixels
});

When to use scale: 1 vs default scale?

Use CaseRecommended SettingReason
Need exact output dimensionsscale: 1Predictable file size and dimensions
High-quality screenshotsDefault (scale = devicePixelRatio)Better quality on high-DPI displays
Smaller file sizescale: 1Lower resolution = smaller file
Print qualityscale: 2 or higherHigher DPI for better print quality

Why aren't my images rendered?

html2canvas-pro does not get around content policy restrictions set by your browser. Drawing images that reside outside of the origin of the current page taint the canvas that they are drawn upon. If the canvas gets tainted, it cannot be read anymore. As such, html2canvas-pro implements methods to check whether an image would taint the canvas before applying it. If you have set the allowTaintoption to false, it will not draw the image.

If you wish to load images that reside outside of your pages origin, you can use a proxy to load the images.

Why is the produced canvas empty or cuts off half way through?

Make sure that canvas element doesn't hit browser limitations for the canvas size or use the window configuration options to set a custom window size based on the canvas element:

import html2canvas from 'html2canvas-pro';

await html2canvas(element, {
    windowWidth: element.scrollWidth,
    windowHeight: element.scrollHeight
});

The window limitations vary by browser, operating system and system hardware.

Chrome

Maximum height/width: 32,767 pixels Maximum area: 268,435,456 pixels (e.g., 16,384 x 16,384)

Firefox

Maximum height/width: 32,767 pixels Maximum area: 472,907,776 pixels (e.g., 22,528 x 20,992)

Internet Explorer

Maximum height/width: 8,192 pixels Maximum area: N/A

iOS

The maximum size for a canvas element is 3 megapixels for devices with less than 256 MB RAM and 5 megapixels for devices with greater or equal than 256 MB RAM

Why doesn't CSS property X render correctly or only partially?

As each CSS property needs to be manually coded to render correctly, html2canvas-pro will never have full CSS support. The library tries to support the most commonly used CSS properties to the extent that it can. If some CSS property is missing or incomplete and you feel that it should be part of the library, create test cases for it and a new issue for it.

How do I get html2canvas-pro to work in a browser extension?

You shouldn't use html2canvas-pro in a browser extension. Most browsers have native support for capturing screenshots from tabs within extensions. Relevant information for Chrome and Firefox.