I have been experimenting with the three.js library in my coding project, and I am trying to create a transparent hole within the scene. This hole would essentially act as a 3D object itself, allowing objects in front of it to be rendered while hiding objects behind it.
Initially, I attempted to set the material of this 3D "hole" to a basic material so that I could manipulate pixel data and make certain pixels transparent based on specific conditions. However, when I tried to access the canvas context for this purpose, the program encountered issues.
So, my question now is: how can I effectively read and modify pixel data on a three.js canvas? Alternatively, does the three.js library provide any built-in functionality to achieve this?
//UPDATE//
After some exploration, I managed to retrieve pixel data from the three.js canvas using renderer.context along with some additional code. My new inquiry pertains to changing the color of individual pixels in three.js or WebGL.
//UPDATE//
I successfully manipulated pixel data and converted it into a THREE.js texture using the DataTexture method. However, upon applying this texture to a plane, the plane consistently appears white instead of displaying the expected transparent effect.
var texture = new THREE.Texture();
function SetTransparent(){
var pixels = new Uint8Array(window.innerWidth*window.innerHeight*4);
gl.readPixels(0, 0, window.innerWidth, window.innerHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
var length = pixels.length/4;
/*for (var i = 0; i < length; i++) {
if (pixels[i*4] === 0 && pixels[i*4+1] === 0 && pixels[i*4+2] === 0 && pixels[i*4+3] === 255){
pixels[i*4+3] = 0;
}
}*/
var editTex = new THREE.DataTexture(pixels, window.innerWidth, window.innerHeight, THREE.RGBAFormat, THREE.UnsignedByteType);
texture = editTex;
texture.needsUpdate = true;
}