It's more resize than compress. If you wanted compression, try something like squoosh.app - transpiling image codecs and running them in the front end.
Actually, it is a percentage of signal quality for the quantizer to aim for. While the result is compression, what you set there is the amount of signal loss you deem acceptable.
I can not confirm your words, but I trust the documentation
A Number between 0 and 1 indicating the image quality to use for image formats that use lossy compression such as image/jpeg and image/webp.
If this argument is anything else, the default value for image quality is used. The default value is 0.92. Other arguments are ignored.
It's more resize than compress. If you wanted compression, try something like squoosh.app - transpiling image codecs and running them in the front end.
Why only resize? This is resize and compression, though not some advanced as squoosh. But the goals of the application is enough
canvas.toDataURL('image/jpeg', 0.7)
0.7 - is compression rankdeveloper.mozilla.org/en-US/docs/W...
Actually, it is a percentage of signal quality for the quantizer to aim for. While the result is compression, what you set there is the amount of signal loss you deem acceptable.
I can not confirm your words, but I trust the documentation
That is exactly what I was referring to: you set the quality of the image in a lossy codec, not the compression factor (though both might coincide).
Got it )