I've been reading some questions already asked from someone else here, in particular this one:
Transparent background with three.js
I need to make the background transparent instead of being Black but this is not working for me.
Added those lines: (read in the question I posted above)
var renderer = new THREE.WebGLRenderer( { alpha: true } );
renderer.setClearColor( 0x000000, 0 );
It's not working at all. There's the full code:
var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var renderer = new THREE.WebGLRenderer( { alpha: true } );
init();
animate();
function init() {
  container = document.createElement( 'div' );
  document.body.appendChild( container );
  camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  camera.position.z = 250;
  // scene
  scene = new THREE.Scene();
  var ambient = new THREE.AmbientLight( 0x444444 );
  scene.add( ambient );
  var directionalLight = new THREE.DirectionalLight( 0xffeedd );
  directionalLight.position.set( 0, 0, 1 ).normalize();
  scene.add( directionalLight );
  var geometry = new THREE.BoxGeometry( 100, 100, 100 );
  var material = new THREE.MeshLambertMaterial( { color: 0x00ff00 } );
  var cube = new THREE.Mesh( geometry, material );
  cube.rotation.y = Math.PI * 0.35;
  scene.add( cube );
  renderer = new THREE.WebGLRenderer();
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize( window.innerWidth, window.innerHeight );
  container.appendChild( renderer.domElement );
  document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  //
  window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
  windowHalfX = window.innerWidth / 2;
  windowHalfY = window.innerHeight / 2;
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
  mouseX = ( event.clientX - windowHalfX ) / 2;
  mouseY = ( event.clientY - windowHalfY ) / 2;
}
//
function animate() {
  requestAnimationFrame( animate );
  render();
}
function render() {
  camera.position.x += ( mouseX - camera.position.x ) * .05;
  camera.position.y += ( - mouseY - camera.position.y ) * .05;
  camera.lookAt( scene.position );
  renderer.render( scene, camera );
  renderer.setClearColor( 0x000000, 0 ); 
}<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r74/three.min.js"></script> 
    