The Canvas renderer displays your beautifully crafted scenes <em>not</em> using WebGL, but draws it using the (slower) <ahref="http://drafts.htmlwg.org/2dcontext/html5_canvas_CR/Overview.html">Canvas 2D Context</a> API.<br/><br/>
The Canvas renderer displays your beautifully crafted scenes <em>not</em> using WebGL,
but draws it using the (slower) <ahref="http://drafts.htmlwg.org/2dcontext/html5_canvas_CR/Overview.html">Canvas 2D Context</a>
API.<br/><br/>
<b>
NOTE: The Canvas renderer has been deprecated and is no longer part of the Three.js core.
</b>
If you still need to use it you can find it here: [link:https://github.com/mrdoob/three.js/blob/master/examples/js/[path].js examples/js/[path].js].<br/><br/>
This renderer can be a nice fallback from [page:WebGLRenderer] for simple scenes:
<code>
...
...
@@ -38,7 +46,6 @@
The "Canvas" in CanvasRenderer means it uses Canvas 2D instead of WebGL.<br/><br/>
Don't confuse either CanvasRenderer with the SoftwareRenderer example, which simulates a screen buffer in a Javascript array.
Because the Canvas renderer is not part of the three.js core, you have to include it from /examples/js/renderers/.