<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <script src="resources/repaint.js"></script> <script> if (window.testRunner) testRunner.dumpAsText(true); function repaintTest() { var canvas = document.getElementById('c1'); var offset = document.body.offsetLeft; // Forces layout canvas.width = canvas.width; // Should wipe canvas clean } </script> </head> <body onload="runRepaintTest();"> <p><b>BUG ID:</b> <a href="https://bugs.webkit.org/show_bug.cgi?id=43341">Bugzilla bug 43341</a> Setting canvas width after canvas already rendered resets canvas data appropriately, but doesn't repaint immediately. <p id="success" style="background-color:palegreen; padding:3px;"><b>TEST PASS:</b> The canvas should go blank due to setting on the canvas width. </p> <hr> <p class="output">Actual output: (blank canvas)</p> <canvas id="c1" class="output" width="100" height="50" ></canvas> <script> var canvas = document.getElementById('c1'); var ctx = canvas.getContext('2d'); ctx.fillStyle = '#0f0'; ctx.fillRect(0, 0, 100, 50); </script> </body> </html>