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HTML5 canvas .toDataURL() image has no background color


Capture HTML Canvas as gif/jpg/png/pdf?Resize HTML5 canvas to fit windowStoring Objects in HTML5 localStorageHow to clear the canvas for redrawingResizing an image in an HTML5 canvasChange an HTML5 input's placeholder color with CSSUsing HTML5/Canvas/JavaScript to take in-browser screenshots“Thinking in AngularJS” if I have a jQuery background?canvas toDataURL with background imageCanvg | How can I style canvas elements during creation from SVG?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








11















Problem



When using .toDataURL() method of HTML5 <canvas> element the background-color property of the element is not applied to the picture.



Question



Is this happenning because background-color is not actually a part of canvas, but a DOM styling? If so, or anything else, what can be a workaround for this?



Fiddle



Fiddle to play with here. The base64 string is logged to console.



Additional info



The canvas is created from the svg using https://code.google.com/p/canvg/










share|improve this question



















  • 3





    Have you tried drawing a big rectangle of the correct colour on your canvas?

    – robertc
    Sep 4 '13 at 9:11











  • @robertc works fine with .drawSvg, but no luck with canvg()

    – Artyom Neustroev
    Sep 4 '13 at 9:37

















11















Problem



When using .toDataURL() method of HTML5 <canvas> element the background-color property of the element is not applied to the picture.



Question



Is this happenning because background-color is not actually a part of canvas, but a DOM styling? If so, or anything else, what can be a workaround for this?



Fiddle



Fiddle to play with here. The base64 string is logged to console.



Additional info



The canvas is created from the svg using https://code.google.com/p/canvg/










share|improve this question



















  • 3





    Have you tried drawing a big rectangle of the correct colour on your canvas?

    – robertc
    Sep 4 '13 at 9:11











  • @robertc works fine with .drawSvg, but no luck with canvg()

    – Artyom Neustroev
    Sep 4 '13 at 9:37













11












11








11


1






Problem



When using .toDataURL() method of HTML5 <canvas> element the background-color property of the element is not applied to the picture.



Question



Is this happenning because background-color is not actually a part of canvas, but a DOM styling? If so, or anything else, what can be a workaround for this?



Fiddle



Fiddle to play with here. The base64 string is logged to console.



Additional info



The canvas is created from the svg using https://code.google.com/p/canvg/










share|improve this question














Problem



When using .toDataURL() method of HTML5 <canvas> element the background-color property of the element is not applied to the picture.



Question



Is this happenning because background-color is not actually a part of canvas, but a DOM styling? If so, or anything else, what can be a workaround for this?



Fiddle



Fiddle to play with here. The base64 string is logged to console.



Additional info



The canvas is created from the svg using https://code.google.com/p/canvg/







javascript html5 canvas






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Sep 4 '13 at 9:10









Artyom NeustroevArtyom Neustroev

7,7344 gold badges27 silver badges51 bronze badges




7,7344 gold badges27 silver badges51 bronze badges










  • 3





    Have you tried drawing a big rectangle of the correct colour on your canvas?

    – robertc
    Sep 4 '13 at 9:11











  • @robertc works fine with .drawSvg, but no luck with canvg()

    – Artyom Neustroev
    Sep 4 '13 at 9:37












  • 3





    Have you tried drawing a big rectangle of the correct colour on your canvas?

    – robertc
    Sep 4 '13 at 9:11











  • @robertc works fine with .drawSvg, but no luck with canvg()

    – Artyom Neustroev
    Sep 4 '13 at 9:37







3




3





Have you tried drawing a big rectangle of the correct colour on your canvas?

– robertc
Sep 4 '13 at 9:11





Have you tried drawing a big rectangle of the correct colour on your canvas?

– robertc
Sep 4 '13 at 9:11













@robertc works fine with .drawSvg, but no luck with canvg()

– Artyom Neustroev
Sep 4 '13 at 9:37





@robertc works fine with .drawSvg, but no luck with canvg()

– Artyom Neustroev
Sep 4 '13 at 9:37












3 Answers
3






active

oldest

votes


















10














You're correct that it isn't actually a part of the image data, only a part of the styling. The easiest way around this is to just draw a rectangle before drawing the SVG:



var canvas = document.getElementById('test');
var ctx = canvas.getContext('2d');
ctx.fillStyle = 'green';
ctx.fillRect(0, 0, canvas.width, canvas.height);





share|improve this answer



























  • Yeah, that works with .drawSvg, but does not with canvg() jsfiddle.net/qDmhV/159. Any ideas why?

    – Artyom Neustroev
    Sep 4 '13 at 9:35






  • 2





    Try changing ingoreClear to ignoreClear. ;)

    – ZachRabbit
    Sep 4 '13 at 9:39











  • Oh well that was stupid :)

    – Artyom Neustroev
    Sep 4 '13 at 9:43


















27














Other approach could be creating a dummy CANVAS and copying the original CANVAS content onto it.



//create a dummy CANVAS

destinationCanvas = document.createElement("canvas");
destinationCanvas.width = srcCanvas.width;
destinationCanvas.height = srcCanvas.height;

destCtx = destinationCanvas.getContext('2d');

//create a rectangle with the desired color
destCtx.fillStyle = "#FFFFFF";
destCtx.fillRect(0,0,srcCanvas.width,srcCanvas.height);

//draw the original canvas onto the destination canvas
destCtx.drawImage(srcCanvas, 0, 0);

//finally use the destinationCanvas.toDataURL() method to get the desired output;
destinationCanvas.toDataURL();





share|improve this answer



























  • Great solution - thanks!

    – dmp
    Dec 1 '13 at 16:51











  • It works very good. Thanks

    – V-Q-A NGUYEN
    Mar 21 '16 at 8:13






  • 1





    This should be the correct answer...was struggling for such a beautiful answer...earlier answer makes the entire image white. Great job!!!

    – Sheetal
    Jul 19 '16 at 8:28











  • Yes, copying the source into the new canvas is definately the better solution. Thanks

    – Vyacheslav Tsivina
    May 30 at 18:44


















0














hope this will help,



var canvas = document.getElementById('test');

var context = canvas.getContext('2d');

//cache height and width
var w = canvas.width;
var h = canvas.height;

var data = context.getImageData(0, 0, w, h);

var compositeOperation = context.globalCompositeOperation;

context.globalCompositeOperation = "destination-over";
context.fillStyle = "#fff";
context.fillRect(0,0,w,h);

var imageData = canvas.toDataURL("image/png");

context.clearRect (0,0,w,h);
context.putImageData(data, 0,0);
context.globalCompositeOperation = compositeOperation;

var a = document.createElement('a');
a.href = imageData;
a.download = 'template.png';
a.click();





share|improve this answer

























  • Please provide some explanatory content along your code.

    – wscourge
    Mar 27 at 13:59













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3 Answers
3






active

oldest

votes








3 Answers
3






active

oldest

votes









active

oldest

votes






active

oldest

votes









10














You're correct that it isn't actually a part of the image data, only a part of the styling. The easiest way around this is to just draw a rectangle before drawing the SVG:



var canvas = document.getElementById('test');
var ctx = canvas.getContext('2d');
ctx.fillStyle = 'green';
ctx.fillRect(0, 0, canvas.width, canvas.height);





share|improve this answer



























  • Yeah, that works with .drawSvg, but does not with canvg() jsfiddle.net/qDmhV/159. Any ideas why?

    – Artyom Neustroev
    Sep 4 '13 at 9:35






  • 2





    Try changing ingoreClear to ignoreClear. ;)

    – ZachRabbit
    Sep 4 '13 at 9:39











  • Oh well that was stupid :)

    – Artyom Neustroev
    Sep 4 '13 at 9:43















10














You're correct that it isn't actually a part of the image data, only a part of the styling. The easiest way around this is to just draw a rectangle before drawing the SVG:



var canvas = document.getElementById('test');
var ctx = canvas.getContext('2d');
ctx.fillStyle = 'green';
ctx.fillRect(0, 0, canvas.width, canvas.height);





share|improve this answer



























  • Yeah, that works with .drawSvg, but does not with canvg() jsfiddle.net/qDmhV/159. Any ideas why?

    – Artyom Neustroev
    Sep 4 '13 at 9:35






  • 2





    Try changing ingoreClear to ignoreClear. ;)

    – ZachRabbit
    Sep 4 '13 at 9:39











  • Oh well that was stupid :)

    – Artyom Neustroev
    Sep 4 '13 at 9:43













10












10








10







You're correct that it isn't actually a part of the image data, only a part of the styling. The easiest way around this is to just draw a rectangle before drawing the SVG:



var canvas = document.getElementById('test');
var ctx = canvas.getContext('2d');
ctx.fillStyle = 'green';
ctx.fillRect(0, 0, canvas.width, canvas.height);





share|improve this answer















You're correct that it isn't actually a part of the image data, only a part of the styling. The easiest way around this is to just draw a rectangle before drawing the SVG:



var canvas = document.getElementById('test');
var ctx = canvas.getContext('2d');
ctx.fillStyle = 'green';
ctx.fillRect(0, 0, canvas.width, canvas.height);






share|improve this answer














share|improve this answer



share|improve this answer








edited Feb 18 '17 at 23:52









Community

11 silver badge




11 silver badge










answered Sep 4 '13 at 9:17









ZachRabbitZachRabbit

4,8641 gold badge17 silver badges15 bronze badges




4,8641 gold badge17 silver badges15 bronze badges















  • Yeah, that works with .drawSvg, but does not with canvg() jsfiddle.net/qDmhV/159. Any ideas why?

    – Artyom Neustroev
    Sep 4 '13 at 9:35






  • 2





    Try changing ingoreClear to ignoreClear. ;)

    – ZachRabbit
    Sep 4 '13 at 9:39











  • Oh well that was stupid :)

    – Artyom Neustroev
    Sep 4 '13 at 9:43

















  • Yeah, that works with .drawSvg, but does not with canvg() jsfiddle.net/qDmhV/159. Any ideas why?

    – Artyom Neustroev
    Sep 4 '13 at 9:35






  • 2





    Try changing ingoreClear to ignoreClear. ;)

    – ZachRabbit
    Sep 4 '13 at 9:39











  • Oh well that was stupid :)

    – Artyom Neustroev
    Sep 4 '13 at 9:43
















Yeah, that works with .drawSvg, but does not with canvg() jsfiddle.net/qDmhV/159. Any ideas why?

– Artyom Neustroev
Sep 4 '13 at 9:35





Yeah, that works with .drawSvg, but does not with canvg() jsfiddle.net/qDmhV/159. Any ideas why?

– Artyom Neustroev
Sep 4 '13 at 9:35




2




2





Try changing ingoreClear to ignoreClear. ;)

– ZachRabbit
Sep 4 '13 at 9:39





Try changing ingoreClear to ignoreClear. ;)

– ZachRabbit
Sep 4 '13 at 9:39













Oh well that was stupid :)

– Artyom Neustroev
Sep 4 '13 at 9:43





Oh well that was stupid :)

– Artyom Neustroev
Sep 4 '13 at 9:43













27














Other approach could be creating a dummy CANVAS and copying the original CANVAS content onto it.



//create a dummy CANVAS

destinationCanvas = document.createElement("canvas");
destinationCanvas.width = srcCanvas.width;
destinationCanvas.height = srcCanvas.height;

destCtx = destinationCanvas.getContext('2d');

//create a rectangle with the desired color
destCtx.fillStyle = "#FFFFFF";
destCtx.fillRect(0,0,srcCanvas.width,srcCanvas.height);

//draw the original canvas onto the destination canvas
destCtx.drawImage(srcCanvas, 0, 0);

//finally use the destinationCanvas.toDataURL() method to get the desired output;
destinationCanvas.toDataURL();





share|improve this answer



























  • Great solution - thanks!

    – dmp
    Dec 1 '13 at 16:51











  • It works very good. Thanks

    – V-Q-A NGUYEN
    Mar 21 '16 at 8:13






  • 1





    This should be the correct answer...was struggling for such a beautiful answer...earlier answer makes the entire image white. Great job!!!

    – Sheetal
    Jul 19 '16 at 8:28











  • Yes, copying the source into the new canvas is definately the better solution. Thanks

    – Vyacheslav Tsivina
    May 30 at 18:44















27














Other approach could be creating a dummy CANVAS and copying the original CANVAS content onto it.



//create a dummy CANVAS

destinationCanvas = document.createElement("canvas");
destinationCanvas.width = srcCanvas.width;
destinationCanvas.height = srcCanvas.height;

destCtx = destinationCanvas.getContext('2d');

//create a rectangle with the desired color
destCtx.fillStyle = "#FFFFFF";
destCtx.fillRect(0,0,srcCanvas.width,srcCanvas.height);

//draw the original canvas onto the destination canvas
destCtx.drawImage(srcCanvas, 0, 0);

//finally use the destinationCanvas.toDataURL() method to get the desired output;
destinationCanvas.toDataURL();





share|improve this answer



























  • Great solution - thanks!

    – dmp
    Dec 1 '13 at 16:51











  • It works very good. Thanks

    – V-Q-A NGUYEN
    Mar 21 '16 at 8:13






  • 1





    This should be the correct answer...was struggling for such a beautiful answer...earlier answer makes the entire image white. Great job!!!

    – Sheetal
    Jul 19 '16 at 8:28











  • Yes, copying the source into the new canvas is definately the better solution. Thanks

    – Vyacheslav Tsivina
    May 30 at 18:44













27












27








27







Other approach could be creating a dummy CANVAS and copying the original CANVAS content onto it.



//create a dummy CANVAS

destinationCanvas = document.createElement("canvas");
destinationCanvas.width = srcCanvas.width;
destinationCanvas.height = srcCanvas.height;

destCtx = destinationCanvas.getContext('2d');

//create a rectangle with the desired color
destCtx.fillStyle = "#FFFFFF";
destCtx.fillRect(0,0,srcCanvas.width,srcCanvas.height);

//draw the original canvas onto the destination canvas
destCtx.drawImage(srcCanvas, 0, 0);

//finally use the destinationCanvas.toDataURL() method to get the desired output;
destinationCanvas.toDataURL();





share|improve this answer















Other approach could be creating a dummy CANVAS and copying the original CANVAS content onto it.



//create a dummy CANVAS

destinationCanvas = document.createElement("canvas");
destinationCanvas.width = srcCanvas.width;
destinationCanvas.height = srcCanvas.height;

destCtx = destinationCanvas.getContext('2d');

//create a rectangle with the desired color
destCtx.fillStyle = "#FFFFFF";
destCtx.fillRect(0,0,srcCanvas.width,srcCanvas.height);

//draw the original canvas onto the destination canvas
destCtx.drawImage(srcCanvas, 0, 0);

//finally use the destinationCanvas.toDataURL() method to get the desired output;
destinationCanvas.toDataURL();






share|improve this answer














share|improve this answer



share|improve this answer








edited Aug 29 '16 at 18:41









Johnathan Elmore

1,13914 silver badges24 bronze badges




1,13914 silver badges24 bronze badges










answered Oct 23 '13 at 10:23









YashYash

1,4181 gold badge12 silver badges11 bronze badges




1,4181 gold badge12 silver badges11 bronze badges















  • Great solution - thanks!

    – dmp
    Dec 1 '13 at 16:51











  • It works very good. Thanks

    – V-Q-A NGUYEN
    Mar 21 '16 at 8:13






  • 1





    This should be the correct answer...was struggling for such a beautiful answer...earlier answer makes the entire image white. Great job!!!

    – Sheetal
    Jul 19 '16 at 8:28











  • Yes, copying the source into the new canvas is definately the better solution. Thanks

    – Vyacheslav Tsivina
    May 30 at 18:44

















  • Great solution - thanks!

    – dmp
    Dec 1 '13 at 16:51











  • It works very good. Thanks

    – V-Q-A NGUYEN
    Mar 21 '16 at 8:13






  • 1





    This should be the correct answer...was struggling for such a beautiful answer...earlier answer makes the entire image white. Great job!!!

    – Sheetal
    Jul 19 '16 at 8:28











  • Yes, copying the source into the new canvas is definately the better solution. Thanks

    – Vyacheslav Tsivina
    May 30 at 18:44
















Great solution - thanks!

– dmp
Dec 1 '13 at 16:51





Great solution - thanks!

– dmp
Dec 1 '13 at 16:51













It works very good. Thanks

– V-Q-A NGUYEN
Mar 21 '16 at 8:13





It works very good. Thanks

– V-Q-A NGUYEN
Mar 21 '16 at 8:13




1




1





This should be the correct answer...was struggling for such a beautiful answer...earlier answer makes the entire image white. Great job!!!

– Sheetal
Jul 19 '16 at 8:28





This should be the correct answer...was struggling for such a beautiful answer...earlier answer makes the entire image white. Great job!!!

– Sheetal
Jul 19 '16 at 8:28













Yes, copying the source into the new canvas is definately the better solution. Thanks

– Vyacheslav Tsivina
May 30 at 18:44





Yes, copying the source into the new canvas is definately the better solution. Thanks

– Vyacheslav Tsivina
May 30 at 18:44











0














hope this will help,



var canvas = document.getElementById('test');

var context = canvas.getContext('2d');

//cache height and width
var w = canvas.width;
var h = canvas.height;

var data = context.getImageData(0, 0, w, h);

var compositeOperation = context.globalCompositeOperation;

context.globalCompositeOperation = "destination-over";
context.fillStyle = "#fff";
context.fillRect(0,0,w,h);

var imageData = canvas.toDataURL("image/png");

context.clearRect (0,0,w,h);
context.putImageData(data, 0,0);
context.globalCompositeOperation = compositeOperation;

var a = document.createElement('a');
a.href = imageData;
a.download = 'template.png';
a.click();





share|improve this answer

























  • Please provide some explanatory content along your code.

    – wscourge
    Mar 27 at 13:59















0














hope this will help,



var canvas = document.getElementById('test');

var context = canvas.getContext('2d');

//cache height and width
var w = canvas.width;
var h = canvas.height;

var data = context.getImageData(0, 0, w, h);

var compositeOperation = context.globalCompositeOperation;

context.globalCompositeOperation = "destination-over";
context.fillStyle = "#fff";
context.fillRect(0,0,w,h);

var imageData = canvas.toDataURL("image/png");

context.clearRect (0,0,w,h);
context.putImageData(data, 0,0);
context.globalCompositeOperation = compositeOperation;

var a = document.createElement('a');
a.href = imageData;
a.download = 'template.png';
a.click();





share|improve this answer

























  • Please provide some explanatory content along your code.

    – wscourge
    Mar 27 at 13:59













0












0








0







hope this will help,



var canvas = document.getElementById('test');

var context = canvas.getContext('2d');

//cache height and width
var w = canvas.width;
var h = canvas.height;

var data = context.getImageData(0, 0, w, h);

var compositeOperation = context.globalCompositeOperation;

context.globalCompositeOperation = "destination-over";
context.fillStyle = "#fff";
context.fillRect(0,0,w,h);

var imageData = canvas.toDataURL("image/png");

context.clearRect (0,0,w,h);
context.putImageData(data, 0,0);
context.globalCompositeOperation = compositeOperation;

var a = document.createElement('a');
a.href = imageData;
a.download = 'template.png';
a.click();





share|improve this answer













hope this will help,



var canvas = document.getElementById('test');

var context = canvas.getContext('2d');

//cache height and width
var w = canvas.width;
var h = canvas.height;

var data = context.getImageData(0, 0, w, h);

var compositeOperation = context.globalCompositeOperation;

context.globalCompositeOperation = "destination-over";
context.fillStyle = "#fff";
context.fillRect(0,0,w,h);

var imageData = canvas.toDataURL("image/png");

context.clearRect (0,0,w,h);
context.putImageData(data, 0,0);
context.globalCompositeOperation = compositeOperation;

var a = document.createElement('a');
a.href = imageData;
a.download = 'template.png';
a.click();






share|improve this answer












share|improve this answer



share|improve this answer










answered Mar 27 at 12:30









samithCsamithC

135 bronze badges




135 bronze badges















  • Please provide some explanatory content along your code.

    – wscourge
    Mar 27 at 13:59

















  • Please provide some explanatory content along your code.

    – wscourge
    Mar 27 at 13:59
















Please provide some explanatory content along your code.

– wscourge
Mar 27 at 13:59





Please provide some explanatory content along your code.

– wscourge
Mar 27 at 13:59

















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