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HTML `<canvas>` not rendering correctly on mobile browsers while using `requestAnimationFrame`

👀 Views: 0 đŸ’Ŧ Answers: 1 📅 Created: 2025-07-27
html canvas animation mobile HTML

I'm optimizing some code but I've searched everywhere and can't find a clear answer... I'm running into an scenario with an HTML5 `<canvas>` element that does not render properly on mobile browsers when using `requestAnimationFrame` for animations. On desktop (Chrome 96 and Firefox 94), everything works flawlessly, but on both Safari 15 and Chrome mobile, the canvas appears blank or flickers occasionally. Here's a simplified version of my code: ```html <canvas id='myCanvas' width='500' height='500'></canvas> <script> const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); let x = 0; function animate() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = 'blue'; ctx.fillRect(x, 20, 50, 50); x += 2; if (x > canvas.width) x = 0; requestAnimationFrame(animate); } animate(); </script> ``` I've verified that the canvas gets correctly initialized, and I've tried adjusting the width and height attributes along with setting the `style` width and height to the same values, but the scenario continues on mobile. I also noticed that when I slow down the animation by adding a delay (like using `setTimeout`), the rendering is more stable, but still not ideal. Is there something specific about how mobile browsers handle `requestAnimationFrame` with `<canvas>` that I might be overlooking? Any suggestions or workarounds would be greatly appreciated! For context: I'm using Html on macOS. Any help would be greatly appreciated! Has anyone else encountered this? I've been using Html for about a year now.