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Home/ Questions/Q 7520411
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T02:03:57+00:00 2026-05-30T02:03:57+00:00

I would like to use Canvas renderer on non WebGL browsers and WebGL on

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I would like to use Canvas renderer on non WebGL browsers and WebGL on others.
My code works fine with webGL renderer but with canvas renderer the THREE.Line doesn’t shows.

//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 has any ideas for this?

Thank You!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-30T02:03:58+00:00Added an answer on May 30, 2026 at 2:03 am

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

    Same issue here:

    Three.js not scaling or rotating Mesh on render()

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