Three.js string doesn't work in Canvas renderer, but works in WebGL renderer

I would like to use the Canvas renderer for non-WebGL browsers, and WebGL for others. My code works fine with the webGL renderer, but with the THREE.Line canvas renderer it doesn't display.

//Edges var edgeMat = new THREE.LineBasicMaterial({ color: 0x000000, opacity: 0.6 } ); for (var edgeId in graph.edgesl) { var nodeInId = graph.edgesl[edgeId]; var nodeOutId = graph.edgesr[edgeId]; var edgeGeom = new THREE.Geometry(); edgeGeom.vertices.push(new THREE.Vertex(nodes[nodeInId].position)); edgeGeom.vertices.push(new THREE.Vertex(nodes[nodeOutId].position)); var drawingLine = new THREE.Line( edgeGeom , edgeMat ); //Store In, Out node ID drawingLine.inNodeId = nodeInId; drawingLine.outNodeId = nodeOutId; nodes[nodeInId].edges.push(drawingLine); nodes[nodeOutId].edges.push(drawingLine); //Meshes additionally need also dynamic flag enabled (to keep internal typed arrays). drawingLine.dynamic = true; scene.addObject(drawingLine ); edges.push(drawingLine); } 

Anyone have any ideas for this?

Thanks!

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1 answer

From r45 scene.addObject(drawingLine); should now be scene.add(drawingLine);

Same problem here:

Three.js does not scale or rotate Mesh when rendering ()

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Source: https://habr.com/ru/post/1396453/


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