I\'m currently using HTML5\'s canvas to render a number of strings using the fillText method. This works fine, but I\'d also like to give each string a 1px black outer strok
What's wrong with stroke? Since half the stroke will be outside of the shape, you can always draw the stroke first with a line width of double what you want. So if you wanted a 4px outer stroke you could do:
function drawStroked(text, x, y) {
ctx.font = '80px Sans-serif';
ctx.strokeStyle = 'black';
ctx.lineWidth = 8;
ctx.strokeText(text, x, y);
ctx.fillStyle = 'white';
ctx.fillText(text, x, y);
}
drawStroked("37°", 50, 150);
Which makes:
live fiddle here: http://jsfiddle.net/vNWn6/
IF that happens to not look as accurate at smaller text rendering scales, you can always draw it large but scale it down (in the above case you'd do ctx.scale(0.25, 0.25)
)
For a smooth shadow you can try this
ctx.beginPath();
ctx.fillStyle = 'white';
ctx.font = "bold 9pt Tahoma";
ctx.shadowBlur = 3;
ctx.textAlign = "center";
ctx.shadowColor = "#000000";
ctx.shadowOffs = 0;
ctx.fillText('www.ifnotpics.com', 100, 50);
ctx.closePath();
Simon's answer is a good solution, yet it may have mitering glitches in some cases, especially with capital 'M', 'V', & 'W':
drawStroked("MVW", 50, 150);
http://jsfiddle.net/hwG42/1/
In this case, it's best to utilize:
ctx.miterLimit=2;
http://jsfiddle.net/hwG42/3/
Best of luck!
The above answers are great, using some of these solutions* and some of my own ideas, I made a quick reference and some creative alternatives in the below fiddle.
*All credits given where due in the fiddle code
drawStrokedText ( text, x, y );
drawShadowedText ( text, x, y, shadowBlur);
drawGlowingText ( text, x, y, glowColorHex, glowDistance);
drawBlurredText ( text, x, y, blurAmount);
drawReflectedText ( text, x, y, reflectionScale, reflectionOpacity);
https://jsfiddle.net/vtmnyea8/
Considering using this in a game or at high frame rates? Check out this jsperf using the above methods.
https://jsperf.com/various-text-effects-html5-2d-context