Hello i am trying to follow tutorials about three.js and have trouble using my predefined canvas elements for renderer. If i let three.js create renderer DOM element everything works fine. But using getElementById to get canvas and sending it to WebGLRenderer constructor makes it output only;
THREE.WebGLRenderer: WEBGL_draw_buffers extension not supported.
Here is the working code 1;
<!DOCTYPE: html>
<html>
<head>
<script src="https://threejs.org/build/three.js"></script>
</head>
<body>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.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 animate = function() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
</script>
</body>
</html>
and working code 2;
<!DOCTYPE: html>
<html>
<head>
<script src="https://threejs.org/build/three.js"></script>
</head>
<body>
<canvas id="render_canv_1"></canvas>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer({
canvas : render_canv_1
});
renderer.setSize(window.innerWidth, window.innerHeight);
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 animate = function() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
</script>
</body>
</html>
And my naive attemp that doesn't render anything;
<!DOCTYPE: html>
<html>
<head>
<script src="https://threejs.org/build/three.js"></script>
</head>
<body>
<canvas id="render_canv_1"></canvas>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
// THIS IS WHERE I STUCK...
// get canvas object
const canv = document.querySelector('render_canv_1')
var renderer = new THREE.WebGLRenderer({
canv
});
renderer.setSize(window.innerWidth, window.innerHeight);
//
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 animate = function() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
</script>
</body>
</html>
I am very new to JS and would be very happy if anyone can walk me trough whats wrong.
Your 3rd example has:
var renderer = new THREE.WebGLRenderer( { canv } );
it should be:
var renderer = new THREE.WebGLRenderer( { canvas: canv } );
You can see what is happening by looking at the source of the WebGLRenderer class.
EDIT:
I also just noticed your selector is wrong.
const canv = document.querySelector('render_canv_1')
wont work.
Try using const canv = document.getElementById('render_canv_1');
Wow thanks man, Bu have to ask an extra minor question since i am very new to JS;how does renderer constructor argument in this work ({canvas: canv})? Is this an object definition or something else that i dont know entirely?
it is an object