I’m defining my render as such:
var renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, preserveDrawingBuffer: true });
and getting current canvas screenshot like this:
renderer.domElement.toDataURL("image/jpeg", 1.0);
I do not have anything on my scene beside my GLTF
model and the canvas background is opacity.
(If I’m changing the background
css property of my body
tag I see the deference with no problem)
But the image that gets returned fro the toDataURL
function has an image with black background.
Any idea on how to get an image with alpha channel instead of the black background?