Hi there,
I couldn’t solve this problem. At the end, what I did was using this code to capture the color of any pixel in the canvas (by collecting the information of each pixel on the screen using a “render target”).
var rtTexture = new THREE.WebGLRenderTarget(
sizes.width,
sizes.height,
{minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat, type: THREE.FloatType})
function capture()
{
renderer.clear()
renderer.setRenderTarget( rtTexture )
renderer.render( scene, camera )
renderer.setRenderTarget( null )
renderer.render( scene, camera )
var read = new Float32Array( 4 )
renderer.readRenderTargetPixels( rtTexture, sizes.width / 2 , sizes.height / 2, 1, 1, read )
return read
}