I am attempting to display a CircleGeometry over a cube from the camera view. The cube has a solid color, while the circle contains just an arc on a canvas with no background color.
- When using CanvasRenderer, the transparency of the canvas is retained and only the arc is visible.
- However, when switching to WebGL renderer, the entire circle is filled with the page's background color, causing the transparency to be lost except for the arc.
To demonstrate this issue, I have created a test here: http://jsfiddle.net/f4u7s/6/. You can switch between WebGL and CanvasRendering to observe the problem. (look for
// ------------> Switch HERE
//renderer = new THREE.CanvasRenderer();
renderer = new THREE.WebGLRenderer();
)
This issue seems similar to the one discussed in this three.js textures working with CanvasRenderer but show up as black with WebGLRenderer thread. Despite trying the proposed solution (mesh.dynamic = true), the problem persists.
Could I be overlooking something?