NOTE: This version of the documentation tracks unstable development happening on A-Frame’s master branch. If you wish to try it out, grab the unstable build. Otherwise, head to the documentation for the current 0.8.0 version

The renderer component configures a scene’s THREE.WebGLRenderer instance.


<a-scene renderer="antialias: true;
gammaOutput: true;
sortObjects: true;
physicallyCorrectLights: true;
maxCanvasWidth: 1920;
maxCanvasHeight: 1920;"></a-scene>


Property Description Default Value
antialias Whether to perform antialiasing. If auto, antialiasing is disabled on mobile. auto
gammaOutput Whether to pre-multiply gamma on textures and colors before rendering. false
sortObjects Whether to sort objects before rendering. false
physicallyCorrectLights Whether to use physically-correct light attenuation. false
maxCanvasWidth Maximum canvas width. Uses the size multiplied by device pixel ratio. Does not limit canvas width if set to -1. 1920
maxCanvasHeight Maximum canvas height. Behaves the same as maxCanvasWidth. 1920


When enabled, smooths jagged edges on curved lines and diagonals at moderate performance cost. By default, antialiasing is disabled on mobile devices.

NOTE: Once the scene is initialized, antialias may no longer be changed.


Typically, textures are converted to linear colorspace in the renderer for lighting calculations. Unless post-processing used after the initial render, gamma correction should be applied with renderer="gammaOutput: true;" for best color reproduction. By default, gamma correction is off in order to preserve backward-compatibility. When changed, adjustments to lighting may be needed.


Sorting is used to attempt to properly render objects that have some degree of transparency. Due to various limitations, proper transparency often requires some amount of careful setup. By default, objects are not sorted, and the order of elements in the DOM determines order of rendering. Re-ordering DOM elements provides one way of forcing a consistent behavior, whereas use of renderer="sortObjects: true" may cause unwanted changes as the camera moves.


By default, point and spot lights attenuate (or, appear dimmer as they become farther away) according to a model that is classically common, but physically inaccurate. For more realistic light attenuation, set renderer="physicallyCorrectLights: true". Light intensities may need to be adjusted when making this change. Performance is not significantly affected in either mode.

NOTE: When glTF models contain lights, use the physically-correct lighting mode to match the results in the original modeling tool.