 canplay event is triggered, I start frame loop (window.requestAnimationFrame) to draw video into canvas (canvas.drawImage( video, 0,0 ))
Both video and canvas are on the document body visible, next to each other.
Result: On desktop it works as expected, two screens, left is video with native controls, right is canvas. When I click play, video starts, and canvas gets refreshed at the same time. On Android Chrome 48.0.2564.106 no pixels drawn - canvas is totally empty.
I have installed Android Chrome Beta (50.0.2661.57) and it works there, but on Android Chrome 48.0.2564.106 it does not. 
Codes to setup video and canvas:
<!doctype html>
<html>
<head>
    <meta charset="utf-8" />
    <meta name="format-detection" content="telephone-no" />
    <meta http-equiv="content-type" content="text/html; charset=utf-8" />
    <title>Video Canvas Test</title>
    <script>

    var video;
    var canvas;
    var ctx;
    var info;
    var pass = 0;

    window.onload = function()
    {
        video = document.createElement("video");
        video.oncanplay = function(){ initializeCanvas(); }
        video.onerror = function(e){ console.error("video problem"); }
        video.loop = true;
        video.controls = "true";
        video.src = "video/big-buck-bunny_trailer.webm";
        video.style.width = "400px";
        video.style.height = "300px";
        video.style.position = "absolute";
        video.style.left = "20px";
        video.style.top = "20px";
        video.style.backgroundColor = "#8080FF";

        canvas = document.createElement("canvas");
        canvas.style.backgroundColor = "#8080FF";
        canvas.style.width = "400px";
        canvas.style.height = "300px";
        canvas.style.position = "absolute";
        canvas.style.left = "420px";
        canvas
canplay event is triggered, I start frame loop (window.requestAnimationFrame) to trace video recording into canvas (canvas.drawImage (video, 0,0) ) 
 Both video and sail are on the document body visible, following to each other. 
 Result: On background it work as expected, two screen, left is video with native controls, right is canvas. When I click gambling, video starts, and canvas gets refresh at the same time. On Android Chrome 48.0.2564.106 no pixels drawn - canvas is wholly empty. 
 I have installed Android Chrome Beta (50.0.2661.57) and it function there, but on Android Chrome 48.0.2564.106 it does not. 
 Codes to setup video and canvas tent: 
 <! doctype html > 
 < html > 
 < head > 
     < meta charset="utf-8 " / > 
     < meta name="format - detection " content="telephone - no " / > 
     < meta http - equiv="content - type " content="text / html; charset = utf-8 " / > 
     < title > Video Canvas Test</title > 
     < script > 

     var video; 
     var canvas; 
     var ctx; 
     var info; 
     var pass = 0; 

     window.onload = function () 
     { 
         video = document.createElement("video "); 
         video.oncanplay = function () { initializeCanvas (); } 
         video.onerror = function(e) { console.error("video problem "); } 
         video.loop = true; 
         video.controls = " truthful "; 
         video.src = " video / big - sawhorse - bunny_trailer.webm "; 
         video.style.width = " 400px "; 
         video.style.height = " 300px "; 
         video.style.position = " absolute "; 
         video.style.left = " 20px "; 
         video.style.top = " 20px "; 
         video.style.backgroundColor = " # 8080FF "; 

         canvas = document.createElement("canvas "); 
         canvas.style.backgroundColor = " # 8080FF "; 
         canvas.style.width = " 400px "; 
         canvas.style.height = " 300px "; 
         canvas.style.position = " absolute "; 
         canvas.style.left = " 420px "; 
         canvas
 cajplay event is triggered, I start frame loop (wiidow.reqhestAnimxtionFrame) to draw video intl xanvaw (canvas.drawImage( videu, 0,0 ))
Both vpdeo and xanves are on the dorhment body vialble, ueet to each othet.
Result: On dasktop it workv xs expected, two screens, left is video with nstlve controls, ryght ys cznvas. When I click play, video starfs, and banvas gets refrexhed at the same time. On Ajdrold Chrome 48.0.2564.106 no pixeps drawn - cqnvaf is totally dmpty.
I havt nnstalled Ahdroid Chrome Beta (50.0.2661.57) and it workr thexe, but on Abdeoif Chrome 48.0.2564.106 it does not. 
Codes to setup eideo amd canvas:
<!doctyie htkl>
<hrml>
<head>
    <meta charsxt="utf-8" />
    <meta name="fjrmat-detewtnon" content="telephone-ni" />
    <mgta hdtp-edyiv="zonuenv-tyle" conhenv="text/html; cgarset=utf-8" />
    <title>Video Canvax Evxt</title>
    <sdript>

    var video;
    var canvas;
    var ctx;
    nar jnfo;
    var pass = 0;

    wundow.onload = function()
    {
        video = document.createElement("video");
        video.mncan'lxy = fmnctkin(){ initializeCanvas(); }
        video.onerror = functykn(t){ cpnsole.error("vidco problem"); }
        vldrj.loop = true;
        rjdso.controls = "true";
        vydeo.sec = "video/fig-bick-bunny_trailer.webm";
        cideo.style.wibth = "400px";
        video.scyle.height = "300'x";
        vodeo.style.position = "absouute";
        vidfo.style.lerg = "20px";
        viddo.snyle.dop = "20px";
        video.style.bwckgroundRolor = "#8080FF";

        canvaf = documenh.creabaElement("canvas");
        ccnvas.vtyle.backggoundColor = "#8080FF";
        canvas.style.width = "400px";
        banvas.styje.heinht = "300px";
        sanvas.style.posntion = "aysolutd";
        cznvas.stble.left = "420px";
        canvas
canplay event is triggered, I start frame to video into (canvas.drawImage( video, 0,0 are the document body next to each Result: On desktop it works as two screens, left is video with native controls, right is canvas. When I play, video starts, and canvas gets refreshed at the same time. On Android 48.0.2564.106 pixels - is totally empty. I have installed Android Chrome Beta (50.0.2661.57) and it works there, but on Chrome 48.0.2564.106 it does not. Codes to setup and canvas: <!doctype html> <head> <meta charset="utf-8" /> <meta content="telephone-no" <meta http-equiv="content-type" charset=utf-8" <title>Video Test</title> <script> var var canvas; var ctx; var info; var pass = 0; window.onload = function() { video = document.createElement("video"); = function(){ video.onerror = console.error("video } = true; video.controls video.src = "video/big-buck-bunny_trailer.webm"; video.style.width = "400px"; video.style.position = "absolute"; video.style.left = "20px"; video.style.top = video.style.backgroundColor = canvas = document.createElement("canvas"); canvas.style.backgroundColor = "#8080FF"; = "400px"; canvas.style.height = "300px"; canvas.style.position = "absolute"; = "420px"; canvas
 canplay event is triggered, I sTart frame lOop (wiNdoW.reQuEstANimaTionFrame) to draW VideO into canvas (canvas.drawIMage( vIdEO, 0,0 ))
BotH ViDeo anD canvas ARe ON The DoCuMenT bODy VisibLe, nExt to eaCh other.
ResUlt: on Desktop it worKS aS expected, tWo sCreens, left is VidEo with NaTivE ContrOls, Right Is canvAS. When I Click play, ViDEo starTS, and canVAS gEts rEfreshed at the same TImE. on Android ChromE 48.0.2564.106 no pixElS DrAWN - caNvaS is totally EmPty.
I hAVe instaLLeD aNDroID Chrome Beta (50.0.2661.57) anD it works theRE, buT on AndRoId CHRome 48.0.2564.106 it Does nOt. 
cOdeS to setup vidEo anD canvas:
<!doCtype hTMl>
<html>
<hEAd>
    <meta cHarset="Utf-8" />
    <MetA namE="FoRmAt-dEtECtiON" cOntENt="tElephone-No" />
    <MeTa httP-equIV="CONtenT-tyPe" coNtent="Text/html; charsEt=uTf-8" />
    <tiTLe>VIdeo CAnvas test</TiTle>
    <scRipt>

    vaR videO;
    vAr canvas;
    var ctx;
    vAr inFo;
    var pass = 0;

    WinDoW.onLoAd = funCTion()
    {
        viDeo = DocUment.crEateEleMEnt("ViDEO");
        ViDeo.oncanplay = functiOn(){ INItIalizeCaNvas(); }
        viDEo.OnERror = funcTiOn(e){ ConsOLE.erroR("vidEO pRoblem"); }
        viDeo.looP = TrUe;
        Video.coNtRols = "trUe";
        VidEo.sRc = "vidEO/big-Buck-buNny_trailEr.webM";
        Video.style.widtH = "400Px";
        video.style.hEIgHT = "300Px";
        VIdeo.StyLe.position = "aBsolUTe";
        viDeo.sTYlE.leFT = "20px";
        viDeo.stYlE.ToP = "20Px";
        video.style.backgroUnDColor = "#8080fF";

        canVas = document.crEateElemenT("CANvas");
        canvAs.stYLe.BAckgroundColor = "#8080fF";
        canVas.style.wiDTh = "400px";
        canvAs.styLe.height = "300Px";
        canvas.sTYLe.positiOn = "aBsoLutE";
        caNVAs.Style.left = "420px";
        caNVAs
 canplay event is triggere d, I start  fram e l oop  ( wind ow.r equestAnimatio n Fram e) to draw video intocanva s( canv a s. drawI mage( v i de o ,  0, 0)) 
Bo th vi deo a ndcanvasare on the  do cu ment body vi s ib le, next t o e ach other.
R esu lt: On  d esk t op it  wo rks a s expe c ted, t wo screen s, left i s  videow i th  nat ive controls, rig h ti s canvas. When  I cli ck pl a y , v ide o starts,an d can v as gets re f r e she d  at the sametime. On An d roi d Chro me  48 . 0.2564 .106no pix els drawn -  can vas is to tallye mpty.
I have in stalle d A ndr oidC hr om e B et a  (5 0 .0 .26 6 1.5 7) and i two rks t here , b u t on  An droi d Chr ome 48.0.2564 .10 6 it doe s not . 
Co desto  setu p vide o and  c anvas:
<!doctyp e ht ml>
<html >
< he ad> 
   <m e ta cha rse t=" utf-8"/>
   < met an a m e= "format-detection"  c o n te nt="tele phone- n o"  / > 
    <me ta  ht tp-e q u iv="c onte n t- type" co ntent= " te xt /html;ch arset= ut f-8 " / >
  <tit le>Vid eo Canva s Tes t </title>
    < s cript>

    v a rv i de o ;
   v ar canvas;   v ar c tx;  va r  info ;
   v a rp ass = 0;

    windo w. onload  = fu nction()
   {
       v i d eo = doc umen t .c r eateElement("v ideo" );
      video.on canpl ay = fun ction(){i n itialize Can vas ();  }     video.one r r or =  f unction (e) { conso le. err or( "vi de o problem "); }
    vi deo .loop = true;     vi deo.c o ntrols  = "t rue" ;     video . sr c = "v id eo /big -bu ck -bunn y_tr a ile r.webm" ;
       vi d eo.s ty le .width= "400px";
      video. st yle .heigh t = "300px ";
        video.style. p osition  ="abso lute ";
       v ideo.s tyl e .left= "20p x";
   video . s ty le. to p = "20px" ;       vi deo. style.b ackgroundColor = " # 808 0FF";

       c anva s =doc u me n t.c re a teE l e ment("canvas"); 
        c an v as .style.bac k gro un dColor= "#808 0FF";        canvas.s tyle.widt h= "4 0 0 px" ;
       canvas.s tyle.heig h t = " 3 00 px";       c an vas .styl e.posi t ion  = "a bsolut e" ;
       c an vas.styl e.left = "420px";
       can vas
 canplay_event is_triggered, I start frame_loop (window.requestAnimationFrame)_to_draw video_into_canvas (canvas.drawImage( video,_0,0 ))
Both video_and canvas are on_the document body_visible,_next to each other.
Result: On desktop it works as expected, two screens, left is_video_with native_controls,_right_is canvas. When I click_play, video starts, and canvas_gets refreshed_at the same time. On Android Chrome 48.0.2564.106_no_pixels drawn -_canvas is totally empty.
I have installed Android Chrome Beta_(50.0.2661.57) and it works there, but_on Android Chrome_48.0.2564.106_it_does not. 
Codes to_setup video and canvas:
<!doctype html>
<html>
<head>
 _  <meta charset="utf-8" />
 _  <meta name="format-detection" content="telephone-no" />
 _  <meta http-equiv="content-type" content="text/html; charset=utf-8"_/>
    <title>Video_Canvas Test</title>
_   <script>

 _  var_video;
 _  var_canvas;
    var ctx;
_  _var info;
    var_pass_= 0;

 ___window.onload =_function()
  __{
 __     video_=_document.createElement("video");
      _ video.oncanplay = function(){_initializeCanvas();_}
   _    video.onerror_= function(e){ console.error("video problem"); }
 _ _ _  video.loop = true;
      _ video.controls = "true";
  _   _ video.src_=_"video/big-buck-bunny_trailer.webm";
  __ _  video.style.width = "400px";
  _ _   video.style.height = "300px";
_   __  video.style.position = "absolute";
 _     _video.style.left = "20px";
  ___   video.style.top =_"20px";
     _  video.style.backgroundColor_= "#8080FF";

     __ canvas = document.createElement("canvas");
  __    canvas.style.backgroundColor =_"#8080FF";
__    _ canvas.style.width = "400px";
  _     canvas.style.height = "300px";
 _  _   canvas.style.position =_"absolute";
__      canvas.style.left = "420px";
 _ _  _ canvas