HTML5 canvas .toDataURL() image has no background colorCapture 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?
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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;
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
add a comment |
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
3
Have you tried drawing a big rectangle of the correct colour on yourcanvas
?
– robertc
Sep 4 '13 at 9:11
@robertc works fine with.drawSvg
, but no luck withcanvg()
– Artyom Neustroev
Sep 4 '13 at 9:37
add a comment |
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
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
javascript html5 canvas
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 yourcanvas
?
– robertc
Sep 4 '13 at 9:11
@robertc works fine with.drawSvg
, but no luck withcanvg()
– Artyom Neustroev
Sep 4 '13 at 9:37
add a comment |
3
Have you tried drawing a big rectangle of the correct colour on yourcanvas
?
– robertc
Sep 4 '13 at 9:11
@robertc works fine with.drawSvg
, but no luck withcanvg()
– 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
add a comment |
3 Answers
3
active
oldest
votes
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);
Yeah, that works with.drawSvg
, but does not withcanvg()
jsfiddle.net/qDmhV/159. Any ideas why?
– Artyom Neustroev
Sep 4 '13 at 9:35
2
Try changingingoreClear
toignoreClear
. ;)
– ZachRabbit
Sep 4 '13 at 9:39
Oh well that was stupid :)
– Artyom Neustroev
Sep 4 '13 at 9:43
add a comment |
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();
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
add a comment |
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();
Please provide some explanatory content along your code.
– wscourge
Mar 27 at 13:59
add a comment |
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
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);
Yeah, that works with.drawSvg
, but does not withcanvg()
jsfiddle.net/qDmhV/159. Any ideas why?
– Artyom Neustroev
Sep 4 '13 at 9:35
2
Try changingingoreClear
toignoreClear
. ;)
– ZachRabbit
Sep 4 '13 at 9:39
Oh well that was stupid :)
– Artyom Neustroev
Sep 4 '13 at 9:43
add a comment |
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);
Yeah, that works with.drawSvg
, but does not withcanvg()
jsfiddle.net/qDmhV/159. Any ideas why?
– Artyom Neustroev
Sep 4 '13 at 9:35
2
Try changingingoreClear
toignoreClear
. ;)
– ZachRabbit
Sep 4 '13 at 9:39
Oh well that was stupid :)
– Artyom Neustroev
Sep 4 '13 at 9:43
add a comment |
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);
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);
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 withcanvg()
jsfiddle.net/qDmhV/159. Any ideas why?
– Artyom Neustroev
Sep 4 '13 at 9:35
2
Try changingingoreClear
toignoreClear
. ;)
– ZachRabbit
Sep 4 '13 at 9:39
Oh well that was stupid :)
– Artyom Neustroev
Sep 4 '13 at 9:43
add a comment |
Yeah, that works with.drawSvg
, but does not withcanvg()
jsfiddle.net/qDmhV/159. Any ideas why?
– Artyom Neustroev
Sep 4 '13 at 9:35
2
Try changingingoreClear
toignoreClear
. ;)
– 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
add a comment |
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();
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
add a comment |
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();
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
add a comment |
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();
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();
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
add a comment |
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
add a comment |
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();
Please provide some explanatory content along your code.
– wscourge
Mar 27 at 13:59
add a comment |
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();
Please provide some explanatory content along your code.
– wscourge
Mar 27 at 13:59
add a comment |
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();
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();
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
add a comment |
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
add a comment |
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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 withcanvg()
– Artyom Neustroev
Sep 4 '13 at 9:37