@prisoner849, the use case is, for example, what I described here (also listed above). Basically, to easily make traditional web content enhanced with WebGL.
The following is a sample that shows combination of DOM with WebGL using a combination of Three.js’ CSS3DRenderer and WebGLRenderer:
What you notice is that the squares are DOM elements (see them in the element inspector), the shadow of the WebGL sphere is cast onto the elements, and the moving lights also shines on these elements. If you run it a few times, you’ll notice that sometimes the sphere also intersects with the elements, as if both are in the same 3D world.
I’m making an HTML API to make it super easy (abstracting away “mixed mode” behind the HTML interface). In my case, I’m not going to be using the CSS3DRenderer, as I have my own CSS3D renderer and I will be mapping the WebGL objects (Three.js) to the DOM coordinate space (rather than mapping DOM elements into Three.js coordinate space like CSS3DRenderer does), which is why I opened this thread here. I’m going to post my full working solution when it’s ready over at How can we make Three.js scenes use DOM-style coordinates? (that thread includes an HTML snippet of what mixing DOM with WebGL will look like).
Here’s a sample scene without any “mixed mode” (only WebGL) because mixed mode won’t be ready for a few weeks:
I am posting progress over at forums.infamous.io.