I am unsure as to why the following css in this html:
<!DOCTYPE html>
<html>
<head>
<title>Three.js</title>
<style>
body {
margin: 0;
}
canvas {
display: block;
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<script src = "three.js"></script>
<script src = "script.js"></script>
</body>
</html>
does not seem to affect script.js:
var resolutionDivisor = 2;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth / resolutionDivisor, window.innerHeight / resolutionDivisor);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var render = function () {
requestAnimationFrame( render );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
render();
I am trying to make three.js render at half of the screen resolution, to increase rendering speed, and use CSS to stretch the canvas to the screen size, but the CSS does not seem to affect the canvas, so the canvas does not take up the full screen.
I am using Google Chrome.
A download can be found here.