[name]

The Canvas renderer displays your beautifully crafted scenes not using WebGL, but draws it using the (slower) Canvas 2D Context API.
This renderer can be a nice fallback from [page:WebGLRenderer] for simple scenes:
if (window.WebGLRenderingContext) renderer = new THREE.WebGLRenderer(); else renderer = new THREE.CanvasRenderer();
Note: both WebGLRenderer and CanvasRenderer are embedded in the web page using an HTML5 <canvas> tag. The "Canvas" in CanvasRenderer means it uses Canvas 2D instead of WebGL.
Don't confuse either CanvasRenderer with the SoftwareRenderer example, which simulates a screen buffer in a Javascript array.

Constructor

[name]([page:todo parameters])

parameters -- todo
todo

Properties

.[page:object info]

todo

.[page:object domElement]

todo

.[page:number devicePixelRatio]

todo

.[page:boolean autoClear]

todo

.[page:boolean sortObjects]

todo

.[page:boolean sortElements]

todo

Methods

.getMaxAnisotropy() [page:todo]

todo

.render([page:todo scene], [page:todo camera]) [page:todo]

scene -- todo
camera -- todo
todo

.clear() [page:todo]

todo

.setClearColor([page:todo color], [page:todo alpha]) [page:todo]

color -- todo
alpha -- todo
todo

.setFaceCulling() [page:todo]

todo

.supportsVertexTextures() [page:todo]

todo

.setSize([page:todo width], [page:todo height], [page:todo updateStyle]) [page:todo]

width -- todo
height -- todo
updateStyle -- todo
todo

.setClearColorHex([page:todo hex], [page:todo alpha]) [page:todo]

hex -- todo
alpha -- todo
todo

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]