What is the best way to selectively create transparency for a specific color in a three.js canvas?

I'm working with a three.js canvas that I generated using liquidfun.js.

However, I'm encountering an issue where the canvas is not transparent. I want to make a specific color in the canvas fully transparent, such as the whitish background. Is there a way to achieve this after painting the whole canvas? I attempted setting context.clearColor(0, 0, 0, 0) but unfortunately, it had no effect.

Answer №1

It seems like including some code might be necessary for a better understanding.

If you are following the code from the liquidfun website, it actually utilizes three.js instead of WebGL directly. In such cases, adjusting the color would involve locating the three.js renderer and using renderer.setClearColor. Additionally, initializing three.js with an alpha channel when creating the rendered is important:

var renderer = new THREE.WebGLRenderer({alpha: true});

Here's an example:

// It's not advisable to declare this globally :(
var particleColors = [
  new b2ParticleColor(0xff, 0x00, 0x00, 0xff), // red
  new b2ParticleColor(0x00, 0xff, 0x00, 0xff), // green
  new b2ParticleColor(0x00, 0x00, 0xff, 0xff), // blue
  new b2ParticleColor(0xff, 0x8c, 0x00, 0xff), // orange
  new b2ParticleColor(0x00, 0xce, 0xd1, 0xff), // turquoise
  new b2ParticleColor(0xff, 0x00, 0xff, 0xff), // magenta
  new b2ParticleColor(0xff, 0xd7, 0x00, 0xff), // gold
  new b2ParticleColor(0x00, 0xff, 0xff, 0xff) // cyan
];
var container;
var world = null;
var threeRenderer;
var renderer;
var camera;
var scene;
var objects = [];
var timeStep = 1.0 / 60.0;
var velocityIterations = 8;
var positionIterations = 3;
var test = {};
var projector = new THREE.Projector();
var planeZ = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0);
var g_groundBody = null;

var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;

// Other functions and initialization scripts go here...

function getMouseCoords(event) {
  // Function to retrieve mouse coordinates in the canvas
}

body {
        font-family: Monospace;
        background-color: #f0f0f0;
        margin: 0;
        overflow: hidden;
        background-color: red;  /* just in case image doesn't load */
        background-image: url(https://i.imgur.com/v38pV.jpg);
        background-size: cover;
    }
<script src="https://google.github.io/liquidfun/testbed/liquidfun.js"></script>

  <!-- Include other necessary scripts -->

  <body onload="initTestbed()"></body>

If, however, you are working with WebGL directly, it's worth noting that by default a canvas has an alpha component and its clear color is set to 0,0,0,0. If transparency isn't displaying as expected, it could be due to modifications in your own code or within the libraries used to configure WebGL.

Please consider potential issues related to WebGL, canvas, and transparency for further insights.

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