Seeking advice on modifying the background color within the code? (Designer delving into the coding realm)

Seeking guidance on changing the background color within this code. (designer navigating the coding realm)

<script src="https://cdn.rawgit.com/mrdoob/three.js/fdefb19b/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/fdefb19b/examples/js/renderers/Projector.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/fdefb19b/examples/js/renderers/CSS3DRenderer.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/stats.js/r16/Stats.min.js"></script>
<script>
var SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;

            var container, stats;
            var camera, scene, renderer;

            var particles, particle, count = 0;

            var mouseX = 0, mouseY = 0;

            var windowHalfX = window.innerWidth / 2;
            var windowHalfY = window.innerHeight / 2;

            init();
            animate();

            function init() {

                container = document.createElement( 'div' );
                document.body.appendChild( container );

                camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
                camera.position.z = 1000;

                scene = new THREE.Scene();

                particles = new Array();

                var PI2 = Math.PI * 2;
                var material = new THREE.SpriteCanvasMaterial( {

                    color: 0xff0000,
                    program: function ( context ) {

                        context.beginPath();
                        context.arc( 0, 0, 0.5, 0, PI2, true );
                        context.fill();

                    }

                } );

                var i = 0;

                for ( var ix = 0; ix < AMOUNTX; ix ++ ) {

                    for ( var iy = 0; iy < AMOUNTY; iy ++ ) {

                        particle = particles[ i ++ ] = new THREE.Sprite( material );
                        particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
                        particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 );
                        scene.add( particle );

                    }

                }

                renderer = new THREE.CanvasRenderer();
                renderer.setPixelRatio( window.devicePixelRatio );
                renderer.setSize( window.innerWidth, window.innerHeight );
                container.appendChild( renderer.domElement );

                document.addEventListener( 'mousemove', onDocumentMouseMove, false );
                document.addEventListener( 'touchstart', onDocumentTouchStart, false );
                document.addEventListener( 'touchmove', onDocumentTouchMove, false );

                //

                window.addEventListener( 'resize', onWindowResize, false );

            }

            function onWindowResize() {

                windowHalfX = window.innerWidth / 2;
                windowHalfY = window.innerHeight / 2;

                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();

                renderer.setSize( window.innerWidth, window.innerHeight );

            }

            //

            function onDocumentMouseMove( event ) {

                mouseX = event.clientX - windowHalfX;
                mouseY = event.clientY - windowHalfY;

            }

            function onDocumentTouchStart( event ) {

                if ( event.touches.length === 1 ) {

                    event.preventDefault();

                    mouseX = event.touches[ 0 ].pageX - windowHalfX;
                    mouseY = event.touches[ 0 ].pageY - windowHalfY;

                }

            }

            function onDocumentTouchMove( event ) {

                if ( event.touches.length === 1 ) {

                    event.preventDefault();

                    mouseX = event.touches[ 0 ].pageX - windowHalfX;
                    mouseY = event.touches[ 0 ].pageY - windowHalfY;

                }

            }

            //

            function animate() {

                requestAnimationFrame( animate );

                render();
                stats.update();

            }

            function render() {

                camera.position.x += ( mouseX - camera.position.x ) * .05;
                camera.position.y += ( - mouseY - camera.position.y ) * .05;
                camera.lookAt( scene.position );

                var i = 0;

                for ( var ix = 0; ix < AMOUNTX; ix ++ ) {

                    for ( var iy = 0; iy < AMOUNTY; iy ++ ) {

                        particle = particles[ i++ ];
                        particle.position.y = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
                            ( Math.sin( ( iy + count ) * 0.5 ) * 50 );
                        particle.scale.x = particle.scale.y = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 4 +
                            ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 4;

                    }

                }

                renderer.render( scene, camera );

                count += 0.1;

            }
      </script>

Answer №1

In the world of three.js, one can easily change the background color of the scene:

scene = new THREE.Scene();
scene.background = new THREE.Color(0xff0000);

For more information on this feature, you can visit .

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