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Home/ Questions/Q 7612575
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T01:56:52+00:00 2026-05-31T01:56:52+00:00

There is a three.js demo here: http://mrdoob.github.com/three.js/examples/webgl_loader_collada.html It works perfectly, but if I want

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There is a three.js demo here: http://mrdoob.github.com/three.js/examples/webgl_loader_collada.html

It works perfectly, but if I want to use canvas renderer instead of webgl, it’s buggy.

renderer = new THREE.CanvasRenderer();

I can’t see the texture (the object is white), and the animation also doesn’t works. Is it a bug in three.js, or I have to modify more in the code?

Thanks in advance

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  1. Editorial Team
    Editorial Team
    2026-05-31T01:56:54+00:00Added an answer on May 31, 2026 at 1:56 am

    CanvasRenderer has several limitations. See Issue 1026.

    Default skin material is an instance of THREE.MeshLambertMaterial, but you can do a quick overwrite with a THREE.MeshBasicMaterial instance with the original texture map:

    ...
        skin = collada.skins[ 0 ];
    
        skin.material = new THREE.MeshBasicMaterial({map: skin.material.map});
    ...
    

    And AFAIK CanvasRenderer doesn’t support morph targets (animation).

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