The canvas is giving Three.js trouble when it comes to rendering

I included the script in my index.html file, but when I view the page, it displays as rendered without any content inside. I'm unable to locate the issue.

Below is the code from the external .js file:

var wdt     = $('.design').width();
var hgh     = $('.design').height();

var scene       = new THREE.Scene();
var camera      = new THREE.PerspectiveCamera(75, wdt/hgh, 0.1, 1000);

var renderer    = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize(wdt, hgh);
document.getElementById('designer').appendChild(renderer.domElement);

var geometry = new THREE.BoxGeometry(1,1,1);
var material = new THREE.MeshBasicMaterial({color: 0x00ff00});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);

camera.position.z = 5;

var render = function () {
requestAnimationFrame(render);

cube.rotation.x += 0.1;
cube.rotation.y += 0.1;

renderer.render(scene, camera);
};

render();

If anyone could offer assistance, I would greatly appreciate it.

Answer №1

Dealing with Camera Problems

If you're facing camera issues, check out this jsfiddle example that demonstrates a solution.

Camera objects in Three.js are abstract in nature, so I opted for the standard approach to setting one up:

var camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);

To ensure proper alignment of the camera's viewpoint, make explicit direction calls like this:

camera.lookAt(target.position);

Lastly, don't forget to add the camera to the scene using the following line of code:

scene.add(camera);

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