m_position = element->position();
updateAnimationState();
- setShouldDoFullPaintInvalidation(true);
+ setShouldDoFullPaintInvalidation();
RenderBlockFlow::updateFromElement();
}
void RenderProgress::animationTimerFired(Timer<RenderProgress>*)
{
- setShouldDoFullPaintInvalidation(true);
+ setShouldDoFullPaintInvalidation();
if (!m_animationTimer.isActive() && m_animating)
m_animationTimer.startOneShot(m_animationRepeatInterval, FROM_HERE);
}