Why is the renderer using viewport and scissor in Three.js resulting in a fully black canvas?

My user interface setup consists of two vertical windows - the left for the canvas and renderer, and the right for the UI components.

Within this UI layout, I plan to include special viewers like a top view window.

I have implemented the viewports and scissors approach successfully.

My concern is that I am struggling to prevent the entire canvas from being filled with black, obscuring the UI elements behind it. I was hoping that the viewports and scissors would allow me to have 'clean' areas within the canvas, but that is not the case.

I am considering using the alpha approach (

renderer = new THREE.WebGLRenderer( { alpha: true } );
), but I am unsure if this is the best solution in terms of performance. I am also exploring if there is a way to program something related to the viewport and scissors for enhancement.

If I am going to utilize viewports, it seems counterintuitive to have the canvas filled with black.

The main question that arises is - if I am using viewports and scissors, who is responsible for filling the canvas with black?

Answer №1

Feel free to utilize the following code snippet:

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

This method is widely accepted as you can also see here in this solution

If you want to modify only the color, you can do so easily like this:

renderer.setClearColor( 0xffffff );

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