JavaScript Image Compress Using HTML5 Canvas and File API Before Upload
11–14 of 14 posts
Re: JavaScript Image Compress Using HTML5 Canvas and File API Before Upload
#12Database hugged to death :( Oh wait. It's a redirect to StackOverflow?! https://stackoverflow.com/questions/23945494/use-html5-to-re...
https://raw.githubusercontent.com/brunobar79/J-I-C/master/sr...
Re: JavaScript Image Compress Using HTML5 Canvas and File API Before Upload
#13Database hugged to death :( Oh wait. It's a redirect to StackOverflow?! https://stackoverflow.com/questions/23945494/use-html5-to-re...
Squoosh is a much better demo of how to do in-browser compression (using optipng, mozjpeg, etc): https://github.com/GoogleChromeLabs/squoosh/ There are far more knobs you can tune whereas the native browser conversion only has mimetype and quality (via toBlob: https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasE... )
Re: JavaScript Image Compress Using HTML5 Canvas and File API Before Upload
#14Earlier quoted context omitted.
Squoosh is a much better demo of how to do in-browser compression (using optipng, mozjpeg, etc): https://github.com/GoogleChromeLabs/squoosh/ There are far more knobs you can tune whereas the native browser conversion only has mimetype and quality (via toBlob: https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasE... )
I really like Squoosh... I'm not sure if they have yet, but there was at one time discussion of separating the builds for the underlying wasm built libraries from squoosh whole, which would make it more usable for separate projects.
It also does make sense for you to pick and choose only the compression codecs you will need. Otherwise the cost of making every client download huge and unused wasm libraries might outweigh any bandwidth savings from compression.