     # initialize canvas, get things started
     if !@ctx
       @ctx = canvas.getContext('2d')
-      @resize_canvas @props.width, @adjusted_height, -@cut_off_buffer
+      @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 != @props.width  * DEVICE_PIXEL_RATIO || canvas.height != @adjusted_height * DEVICE_PIXEL_RATIO || @current_top != -@cut_off_buffer) &&
-            (!@resizing_canvas || @resizing_canvas.target_width != @props.width || @resizing_canvas.target_height != @adjusted_height || @resizing_canvas.target_top != -@cut_off_buffer)
+    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'

      pos = histocache?.positions?[user.key]
      continue if !pos

      x = Math.round pos[0]
      y = Math.round pos[1] + @cut_off_buffer # + @avatar_size / 2 # give spacing
      r = Math.round pos[2]
      width = height = r * 2

  renderScene: -> 
    ctx = @ctx
    if @resizing_canvas
      @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)

