Three.js base

A base/starter fiddle for Three.js

HTML

<script src="https://rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/stats.js/r17/build/stats.min.js"></script>

CSS

body {
    padding: 0;
    margin: 0;
}
canvas {
  display: block;
  background:purple;
}

JavaScript

var camera, scene, renderer, mesh, material, stats;
init();
animate();

function init() {
    renderer = new THREE.WebGLRenderer({alpha: true}); // Set alpha = true
    renderer.setClearColor(0x000000); // Set the clear colour of the renderer to black
    renderer.setClearAlpha(0); // Set the alpha value to be 0

		renderer.setSize(window.innerWidth, window.innerHeight);
    document.body.appendChild(renderer.domElement);
    camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
    camera.position.z = 400;
    scene = new THREE.Scene();
    material = new THREE.MeshPhongMaterial();
    var geometry = new THREE.BoxGeometry(200, 200, 200);
    mesh = new THREE.Mesh(geometry, material);
    scene.add(mesh);
    
    
    
    // Create your masking material with the following properties
    var mat2 = new THREE.MeshBasicMaterial({
      blending: 0,
      transparent: false,
      opacity: 0,
      color: 0x000000
    });
    var geometry2 = new THREE.BoxGeometry(100, 210, 210);
    mesh2 = new THREE.Mesh(geometry2, mat2);
    mesh.add(mesh2);



    var light = new THREE.AmbientLight(0x404040); // soft white light
    scene.add(light);
    var directionalLight = new THREE.DirectionalLight(0xffffff);
    directionalLight.position.set(1, 1, 1).normalize();
    scene.add(directionalLight);
    window.addEventListener('resize', onWindowResize, false);
    stats = new Stats();
    document.body.appendChild( stats.dom );
}

function animate() {
    requestAnimationFrame(animate);
    mesh.rotation.x += 0.005;
    mesh.rotation.y += 0.01;
    renderer.render(scene, camera);
    stats.update();
}

function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
}