How to set the image quality while converting a canvas with the "toDataURL" method?

The second argument of the function is the quality. It ranges from 0.0 to 1.0

canvas.toDataURL(type,quality);

Here you have extended information

And I don't think it's possible to know the quality of the image once is converted. As you can see on this feedle the only information you get when printing the value on the console is the type and the image code itself.

Here's a snippet of code I made to know the default value of the quality used by the browser.

    var c=document.getElementById("myCanvas");
    var ctx=c.getContext("2d");
    ctx.fillStyle="#FF0000";
    ctx.fillRect(0,0,150,75);

    var url = c.toDataURL('image/jpeg');
    var v = 0
    for(var i = 0; i < 100; i++ ){

        v += 0.01;
        x = parseFloat((v).toFixed(2))
        var test = c.toDataURL('image/jpeg', x);

        if(test == url){
            console.log('The default value is: ' + x);
        }
    }

Basically I thought that the change on the image itself would be reflected on the base64 string. So the code just try all the possible values on the toDataURL() method and compares the resulting string with the default one. And it seems to work. For chromium I get 0.92.

Here is the working example on a fiddle.


Using Fabric.js, a very simple and human-readable way, is this:

canvas.toDataURL({
   format: 'jpeg',
   quality: 0.8
});

This also allows you to have other options, giving you the ability to crop the image, etc:

canvas.toDataURL({
    format: 'png',
    left: 300,
    top: 250,
    width: 200,
    height: 150
})

jsFiddle: http://jsfiddle.net/7f9bqs00/30/