I'm not sure if there are limitation to canvas dimensions, but data urls have limitations depending on the browser: Data URL size limitations.
What you could try is using Node.js + node-canvas (server side) to recreate the canvas. I've been using these for creating printable images from canvas elements, and didn't have any problems/limitations using toDataURL so far.
Are you using the fabric.js library? I noticed you posted on their forum as well.
Fabric.js can be used in Node.js and has a toDataURLWithMultiplier method, which scales the canvas/context allowing you to change the dataurl image size. You can check the method source to see how this is done.
Edit:
Since you're using fabric.js I would suggest using Node.js to handle the canvas to image processing on the server. You'll find more info on how to use fabric.js on Node.js here.
Here is a simple server using Node.js and express:
var express = require('express'),
fs = require('fs'),
fabric = require('fabric').fabric,
app = express(),
port = 3000;
var allowCrossDomain = function (req, res, next) {
res.header('Access-Control-Allow-Origin', '*');
res.header('Access-Control-Allow-Methods', 'POST, OPTIONS');
res.header('Access-Control-Allow-Headers', 'Content-Type');
next();
}
app.configure(function() {
app.use(express.bodyParser());
app.use(allowCrossDomain);
});
app.options('/', function(req, res) {
res.send(200);
});
app.post('/', function(req, res) {
var canvas = fabric.createCanvasForNode(req.body.width, req.body.height);
console.log('> Loading JSON ...');
canvas.loadFromJSON(req.body.json, function() {
canvas.renderAll();
console.log('> Getting PNG data ... (this can take a while)');
var dataUrl = canvas.toDataURLWithMultiplier('png', req.body.multiplier),
data = dataUrl.replace(/^data:image/png;base64,/, '');
console.log('> Saving PNG to file ...');
var filePath = __dirname + '/test.png';
fs.writeFile(filePath, data, 'base64', function(err) {
if (err) {
console.log('! Error saving PNG: ' + err);
res.json(200, { error: 'Error saving PNG: ' + err });
} else {
console.log('> PNG file saved to: ' + filePath);
res.json(200, { success: 'PNG file saved to: ' + filePath });
}
});
});
});
app.listen(port);
console.log('> Server listening on port ' + port);
When the server is running you can send data to it (postData
).
The server expects json
, width
and height
to recreate the canvas, and a multiplier
to scale the data url image. The client side code would look something like this:
var postData = {
json: canvas.toJSON(),
width: canvas.getWidth(),
height: canvas.getHeight(),
multiplier: 2
};
$.ajax({
url: 'http://localhost:3000',
type: 'POST',
contentType: 'application/json; charset=utf-8',
data: JSON.stringify(postData),
dataType: 'json',
success: function(data) {
console.log(data);
},
error: function(err) {
console.log(err);
}
});