About
RGraph is a JavaScript charts library based on
HTML5 SVG and canvas. RGraph is mature (over 18 years
old) and has a wealth of features making it an ideal
choice to use for showing charts on your website.
Version 7.10 released
Version 7.10 (released in January 2026) is the
latest version of RGraph and contains various updates
to the code which you can see on
the changelog page. There's
also a big tidy up in terms of comments and a significant
change to the way that the internal code is referenced which
should lead to a performance improvement in effects and
animations.
New HTML datagrid
In the April 2025 (v6.21) release a new datagrid object
was added.
This makes it easy to add static or dynamic data
tables to your pages. It can be used whether you use the
canvas or SVG libraries or entirely standalone.
Download
Get the latest version of RGraph (version 7.10, 18th January 2026) from
the download page. You can read the changelog here. There's also older versions available,
minified files and links to cdnjs.com hosted libraries.
License
RGraph can be used for free under the GPL or if
that doesn't suit your situation there's an
inexpensive (£129) commercial license available.The putImageData function
The putImageData function allows you to add an ImageData object that you have been manipulating back onto the canvas. You pass the function the ImageData object and the X/Y coordinates of where you want it placed. Optionally you can specify which portion of the ImageData object to use.
Arguments to the function
- The ImageData object to copy onto the canvas
- The x-axis coordinate to place it at (top left corner)
- The y-axis coordinate to place it at (top left corner)
- dirtyX Used to specify what portion of the ImageData object to use (Optional)
- dirtyY Used to specify what portion of the ImageData object to use (Optional)
- dirtyW Used to specify what portion of the ImageData object to use (Optional)
- dirtyH Used to specify what portion of the ImageData object to use (Optional)
An example
<script>
window.onload = function ()
{
var canvas = document.getElementById('cvs');
var context = canvas.getContext('2d');
// Copies an ImageData object onto the canvas
context.putImageData(imgData);
}
</script>