In Three.js, a Scene organizes the 3D world, a Mesh gives an object geometry and surface appearance, and a Camera determines the view. A Renderer draws that view to a canvas. You need all four roles working together to see an object in a browser.
How the parts work together
Think of the scene as a stage, the mesh as a shaped and surfaced object, the camera as the viewpoint, and the renderer as the process that draws what the camera sees. In practice, Three.js organizes objects in a scene, selects a view through a camera, and renders the result to a canvas.
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- Create a scene, a camera, and a renderer.
- Build a mesh from geometry and material, then add it to the scene.
- Position the camera to frame the scene.
- Call
renderer.render(scene, camera)to draw the view.
The Three.js manual describes the core requirement this way: “To actually be able to display anything with three.js, we need three things: scene, camera and renderer, so that we can render the scene with camera.” A mesh supplies the object to display; creating scene objects alone does not produce visible pixels.
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What a Scene does
A Scene is the container and organizer for objects prepared for rendering. You can add meshes, lines, and lights to it, and set scene-level properties such as its background. The scene is not the final image: it holds the world that the renderer may draw from a camera’s point of view.
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How geometry and material become a Mesh
In the introductory cube example, BoxGeometry defines the cube’s points and faces, while MeshBasicMaterial defines its color. Combining them creates a Mesh, which can then be added to the scene and transformed—for example, moved or rotated.
- Geometry: the form of the object.
- Material: the surface appearance.
- Mesh: the combination of geometry and material used as an object in the scene.
These are the ingredients of the beginner example, not requirements for every Three.js project. A scene does not have to contain a cube, use a basic material, or animate continuously.
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What the Camera controls
The camera determines which part of the scene is projected into the image. In the manual’s perspective-camera example, three settings establish important parts of the view:
- Field of view: how wide a view the perspective camera captures.
- Aspect ratio: generally set to viewport width divided by height. A mismatch can distort the image.
- Near and far clipping planes: the depth range the camera can render. Objects closer than the near plane or farther than the far plane are excluded.
Three.js cameras look down their local negative z-axis by default. A camera’s position and orientation matter alongside its projection settings: an object can be in the scene yet outside the camera’s view. These values are project-specific; no one set of camera settings fits every scene.
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What the Renderer does
The renderer takes a scene and a camera, then draws the camera-visible result to its output canvas. The scene describes what is available to render; the camera specifies the view; the renderer turns that combination into pixels. That is why creating a scene and mesh without calling the renderer does not show the object.
For a single draw, call renderer.render(scene, camera). For motion, Three.js’s manual uses renderer.setAnimationLoop(animate) and updates object transforms inside the callback before rendering again. Repeatedly changing a transform, such as rotation, and drawing another frame creates animation. The loop generally follows screen refresh, but its rate is not guaranteed; browser animation callbacks pause when a tab is inactive.
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Three.js and WebGL are not the same thing
Three.js is a JavaScript library that provides a higher-level scene graph and rendering workflow over browser graphics APIs. WebGL is the underlying browser graphics technology used by the documented WebGLRenderer. You work with Three.js objects such as scenes, meshes, and cameras; the renderer handles drawing their view through the browser graphics API.
As stated in the Three.js renderer documentation on October 11, 2026, WebGLRenderer uses WebGL 2, and WebGL 1 has not been supported since r163. Three.js also provides WebGL.isWebGL2Available() to check for WebGL 2 support. Compatibility can depend on the Three.js release and browser environment, so treat this as current documentation guidance rather than a permanent guarantee.
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A practical way to debug a blank view
- No draw call: confirm that your code calls
renderer.render(scene, camera), or that the animation loop invokes it. - Mesh not in the scene: check that the mesh has been added to the scene being rendered.
- Camera does not frame the mesh: inspect the camera’s position, orientation, field of view, and near/far planes.
- Viewport proportions are wrong: check that the perspective camera’s aspect ratio matches the viewport width divided by its height.
- Rendering environment issue: check WebGL 2 availability for the browser and Three.js version in use.
Where to begin
The official Creating a scene manual walks through the introductory scene, camera, renderer, cube, and animation loop. For project setup and local serving, see the Three.js installation guide. Addons such as OrbitControls and GLTFLoader are optional for this minimal scene-and-mesh example.
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