const scene = new THREE.Scene(); // The cube will have a different color on each side. const materials = [ new THREE.MeshBasicMaterial({color: 0xff0000}), new THREE.MeshBasicMaterial({color: 0x0000ff}), new THREE.MeshBasicMaterial({color: 0x00ff00}), new THREE.MeshBasicMaterial({color: 0xff00ff}), new THREE.MeshBasicMaterial({color: 0x00ffff}), new THREE.MeshBasicMaterial({color: 0xffff00}) ]; // Create the cube and add it to the demo scene. const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.2, 0.2, 0.2), materials); cube.position.set(1, 1, 1); scene.add(cube); // Set up the WebGLRenderer, which handles rendering to the session's base layer. const renderer = new THREE.WebGLRenderer({ alpha: true, preserveDrawingBuffer: true, canvas: canvas, context: gl }); renderer.autoClear = false; // The API directly updates the camera matrices. // Disable matrix auto updates so three.js doesn't attempt // to handle the matrices independently. const camera = new THREE.PerspectiveCamera(); camera.matrixAutoUpdate = false;