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Drawing a curved image on canvas using clipping

Written by Richard Heyes, RGraph author, on 2nd December 2023

Here's an example of a curved image - which is not terribly difficult to achieve but it can't be done by just calling a function or setting an option - but clipping to the rescue! This first came to my attention because of this article: https://programming.bogdanbucur.eu/drawing-a-curved-image-with-a-html5-canvas-and-javascript/ which uses a different method but this method uses clipping (read the reference page for the clip function here: https://www.rgraph.net/canvas/reference/clip.html). The code for the example is shown below and the comments in the code should provide you with some information about what it's doing.

        // Get hold of the context so that we can draw
        context = document.getElementById('cvs').getContext('2d');

        // Load the image first. When it has loaded call the
        // draw() function to draw the image. Then add some
        // text.
        var img = new Image();
        img.src = '/images/page-blog-curved-image.png';
        img.onload = function ()
            // When the image has loaded - call the draw()
            // function that draws the image on to the
            // canvas

            // Draw the text that you can see beneath the image.
            // Despite being higher up in the code than the draw()
            // function, this text is actually drawn last.
            context.font      = '26pt Arial';
            context.textAlign = 'center';
            context.fillText('A curved image!', 300,230);

        // This is the main draw function that draws on the
        // canvas
        function draw()
            // Save the canvas state before clipping so that
            // it be reset after drawing has finished

            // Start a new path and draw the outline of the curved shape.
            // This shape will not be immediately drawn on to the canvas -
            // first we're going to clip to the shape and then draw the
            // image. So the image will be constrained to the area within
            // the shape. Only after the image has been drawn will the
            // path that we're drawing here be stroked to the canvas in
            // black (producing the black outline that you can see around
            // the image).
            context.quadraticCurveTo(300, 0, 500, 50);
            context.quadraticCurveTo(300, 150, 100, 200);

            // Draw the image
            // Restore the canvas state now that the
            // image has been drawn (effectively
            // turning off clipping.

            // Now that clipping has been turned off, stroke
            // the path that was first made (ie what was defined
            // to be the clip path to make the outline)
            context.lineWidth = 3;