   renderScene: -> 
     ctx = @ctx
     if @resizing_canvas
-      @resize_canvas @resizing_canvas.width, @resizing_canvas.height, @resizing_canvas.top 
+      @resize_canvas @resizing_canvas.width, @resizing_canvas.height, @resizing_canvas.top, @resizing_canvas.left
 
     ctx.clearRect(0, 0, @refs.canvas.width * DEVICE_PIXEL_RATIO, @refs.canvas.height * DEVICE_PIXEL_RATIO)
 


          sprite.img = canv


      if (sprite.x != x && sprite.target_x != x) || (sprite.y != y && sprite.target_y != y) || \
         (sprite.width != r * 2 && sprite.target_size != r * 2) || \
         (sprite.opacity != opacity)

        @animate_to(sprite, x, y, r, opacity)
        new_animation_needed = true

    if new_animation_needed
      @current_ani ?= 0

    # initialize canvas, get things started
    if !@ctx
      @ctx = canvas.getContext('2d')
      @resize_canvas @adjusted_width, @adjusted_height, -@cut_off_buffer, -@cut_off_buffer
      @dirty_canvas = true

    # resize canvas if our target canvas size has changed
    else if (canvas.width != @adjusted_width * DEVICE_PIXEL_RATIO || canvas.height != @adjusted_height * DEVICE_PIXEL_RATIO || @current_top != -@cut_off_buffer || @current_left != -@cut_off_buffer) &&
            (!@resizing_canvas || @resizing_canvas.target_width != @adjusted_width || @resizing_canvas.target_height != @adjusted_height || @resizing_canvas.target_top != -@cut_off_buffer || @resizing_canvas.target_left != -@cut_off_buffer)
      canvas_resize_needed = true      
    
    opinion_views = fetch 'opinion_views'
