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OculusRiftEffect.js not respecting the alpha of the renderer #6

@Fygo

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@Fygo

Hi,
I was trying to place another canvas under the canvas that the three.js/OculusRiftEffect.js uses. The underlying canvas should be visible through the canvas that the oculusriftefect.js renders:

renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setClearColor(0xFFFFFF, 0);

However, seems like the oculus rift effect doesn't render this transparent at all, for some reason the background is always opaque. I am not quite sure whether I am doing something wrong or this is simply how it works. Is this a bug or is this intentional? Changing the HEX of the clear color does change the background color in the effect but it never changes its transparency.
Any advice appreciated. Thaks a lot.

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