I don't think so. Canvas is pixel based and everything you can export from 
it is basically a .png file. I think you would need to implement some sort 
of a scene graph that knows what has been painted and a resize operation 
that can be applied to that scene graph. The scene graph is then your 
"resolution independent" snapshot.

But I would recommend using SVG instead. To see whats possible with SVG you 
can take a look 
at http://svg-edit.googlecode.com/svn/trunk/editor/svg-editor.html 

Just paint some stuff and then click on the upper left icon and choose 
"Save Image" and you will see the SVG XML that you can store and modify 
(e.g. resize). For older IE you can use VML instead.

-- J.


Am Montag, 16. April 2012 19:08:32 UTC+2 schrieb Carsten:
>
> Sorry...I was too unspecific. I am drawing on a small canvas. Mainly 
> shapes. When I say I want to take a snapshot, I want to be able to get 
> a 'snapshot' at any resolution. In theory I would need to resize 
> everything...canvas, shapes, etc. and redraw everything. Is there a 
> simpler solution? 
>
> On Apr 16, 8:25 am, Thomas Broyer <[email protected]> wrote: 
> > This is what toDataUrl and getImageData are for.

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