Is it beneficial to display three.js on a <canvas> rather than a <div>?

I have come across examples in three.js that use:

renderer = new THREE.WebGLRenderer( { canvas: document.querySelector( 'canvas' ) } );

This relates to a <canvas></canvas> element.

On the contrary, there is another method:

renderer = new THREE.WebGLRenderer();
var container = getelementbyid("container"):
container.appendChild( renderer.domElement );

This refers to a <div></div> element.

Both approaches use WebGLRenderer and can style the canvas. Are they exactly the same or are there advantages and disadvantages such as device support, performance, and limitations - why would one choose one over the other?

Answer №1

Users who choose the first option are looking to provide a custom canvas element explicitly. If they choose not to do this, WebGLRenderer will generate an internal canvas during initialization (refer to this link).

In either scenario, renderer.domElement serves as the drawing surface and is essentially a reference to a canvas element. It is essential to use

container.appendChild( renderer.domElement );
in order to attach the internal canvas to the document object model (DOM). However, it is not mandatory to have a container element for this purpose. In most cases, simply using
document.body.appendChild( renderer.domElement )
will suffice.

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