I tried already a lot of approaches that I found here, but I couldn’t get whats I want.
I have a Sprite that has a canvas as its texture. But, this canvas renders a graphic, and it is a png graphic, so it’s hard to see if it is at some point that the colors of the lines are the same at the point’s color. I couldn’t also draw borders to this canvas, I really don’t know why…
I’m afraid this issue is not related to three.js. If you embed the canvas directly into HTML and you can manage to achieve a light blue background, it should also work when using it as a texture.
You are not drawing on the canvas, the color is applied on the DOM element instead.
I recommend to draw a background inside your image, using a 2D context with composite effect
const ctx = canvas.getContext("2d");
//fill the background of the graph
//destination-atop replace any transparent pixels with the given color
ctx.globalCompositeOperation = "destination-atop";
ctx.fillStyle = "#add8e6";
ctx.fillRect( 0, 0, canvasWidth, canvasHeight );