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threejs-core-renderer

threejs-core-renderer

github.com/impertio-studioDevelopment23143 installsUpdated 30w ago
Repository

About threejs-core-renderer

threejs-core-renderer is a rendering reference skill for Three.js developers, covering WebGLRenderer, cameras, render loops, and resource cleanup. It also details configuration for color management, shadows, render targets, and shader compilation.

Key features

  1. 01Configure WebGLRenderer and color management
  2. 02Set shadows, viewports, and clipping planes
  3. 03Manage cameras, resizing, and render loops
  4. 04Use render targets and compile shaders
  5. 05Clean up and release renderer resources

Use cases

  1. 01Initialize a Three.js WebGL scene
  2. 02Resize the camera and renderer with the window
  3. 03Configure shadows, tone mapping, and color spaces
  4. 04Release WebGL resources when removing a scene

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/impertio-studio/three.js-claude-skill-package --skill threejs-core-renderer

After installing, type/threejs-core-rendererin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

.gitkeep
references/
anti-patterns.md
examples.md
methods.md

Details

From the project README

threejs-core-renderer

Quick Reference

Standard Initialization Pattern
import {
  WebGLRenderer, SRGBColorSpace, ACESFilmicToneMapping,
  PCFSoftShadowMap, PerspectiveCamera, Scene
} from 'three';

const renderer = new WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.outputColorSpace = SRGBColorSpace;
renderer.toneMapping = ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);

const scene = new Scene();
const camera = new PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);

renderer.setAnimationLoop((time) => {
  renderer.render(scene, camera);
});
Constructor Parameters
ParameterTypeDefaultDescription
canvasHTMLCanvasElementnew canvasExisting canvas element
contextWebGLRenderingContextnew contextExisting WebGL context
precision'highp' | 'mediump' | 'lowp''highp'Shader precision
alphabooleanfalseTransparent canvas background
premultipliedAlphabooleantruePremultiplied alpha blending
antialiasbooleanfalseMSAA anti-aliasing
stencilbooleantrueStencil buffer
preserveDrawingBufferbooleanfalseRequired for screenshots
powerPreference'high-performance' | 'low-power' | 'default''default'GPU selection hint
failIfMajorPerformanceCaveatbooleanfalseFail if software renderer
depthbooleantrueDepth buffer
logarithmicDepthBufferbooleanfalseFix Z-fighting for large scenes

NEVER change antialias after construction -- it CANNOT be modified post-creation.

Key Properties
PropertyTypeDefaultDescription
domElementHTMLCanvasElement--The canvas. ALWAYS append to DOM
shadowMap.enabledbooleanfalseMUST set true for any shadows
shadowMap.typeShadowMapTypePCFShadowMapShadow filtering algorithm
toneMappingToneMappingNoToneMappingHDR tone mapping algorithm
toneMappingExposurenumber1Exposure for tone mapping
outputColorSpacestringSRGBColorSpaceOutput color space
autoClearbooleantrueClear before each render call
sortObjectsbooleantrueAutomatic draw order sorting
clippingPlanesPlane[][]Global clipping planes
localClippingEnabledbooleanfalseEnable per-material clipping
infoobject--Render stats (calls, triangles, memory)
Critical Warnings

NEVER forget to cap pixel ratio -- uncapped devicePixelRatio on 3x+ screens causes 9x+ pixel load. ALWAYS use Math.min(window.devicePixelRatio, 2).

NEVER change shadowMap.type after the first render -- it forces full shader recompilation. ALWAYS set it once at initialization.

NEVER use preserveDrawingBuffer: true in production render loops -- it disables buffer-swap optimizations. ONLY enable it when screenshots are needed.

NEVER set near: 0 on cameras -- it causes Z-fighting everywhere. ALWAYS keep far / near ratio under 10,000.

NEVER forget camera.updateProjectionMatrix() after modifying fov, aspect, near, far, or zoom -- the projection matrix is NOT auto-updated.

NEVER use raw requestAnimationFrame in Three.js r160+ -- ALWAYS use renderer.setAnimationLoop() which handles WebXR sessions automatically.

NEVER skip renderer.dispose() on cleanup -- it leaks WebGL contexts, programs, textures, and framebuffers.


Color Management

Three.js r160+ uses a linear workflow with automatic sRGB conversion on output.

Color Space Rules
Texture TypecolorSpaceExamples
Color / albedoSRGBColorSpaceDiffuse maps, emissive maps
DataLinearSRGBColorSpaceNormal maps, roughness, metalness, AO, displacement

Rule: Color textures are ALWAYS SRGBColorSpace. Data textures are ALWAYS LinearSRGBColorSpace. Mixing these up produces washed-out or over-saturated renders.

Tone Mapping Decision Tree
ConstantWhen to Use
NoToneMappingNon-photorealistic rendering, UI overlays, unlit scenes
LinearToneMappingBasic HDR clamping with minimal color transformation
ReinhardToneMappingGeneral-purpose, preserves color hues well
CineonToneMappingCinematic film stock look
ACESFilmicToneMappingDefault choice for PBR. Industry-standard filmic curve
AgXToneMappingBetter than ACES for saturated colors. Avoids ACES hue shift on bright blues/reds. (r160+)
NeutralToneMappingWhen color accuracy is paramount, minimal artistic transformation

ALWAYS use ACESFilmicToneMapping or AgXToneMapping for PBR workflows. AgXToneMapping is preferred when saturated colors must remain accurate.


Shadow Map Configuration

import { PCFSoftShadowMap } from 'three';

renderer.shadowMap.enabled = true;
renderer.shadowMap.type = PCFSoftShadowMap;
TypeQualityPerformanceNotes
BasicShadowMapLow (hard edges)FastestNo filtering
PCFShadowMapMediumMediumDefault. Percentage-Closer Filtering
PCFSoftShadowMapHigh (soft edges)SlowerBilinear PCF. Most popular choice
VSMShadowMapHigh (very soft)SlowestCan exhibit light bleeding artifacts

Render Loop and Resize

setAnimationLoop (preferred)
renderer.setAnimationLoop((time) => {
  // time is DOMHighResTimeStamp in milliseconds
  renderer.render(scene, camera);
});

// Stop the loop
renderer.setAnimationLoop(null);
Window Resize Handler
window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});

ALWAYS update camera.aspect AND call updateProjectionMatrix() before setSize().


Camera System

PerspectiveCamera
import { PerspectiveCamera } from 'three';

const camera = new PerspectiveCamera(
  50,                                        // fov (vertical, degrees)
  window.innerWidth / window.innerHeight,    // aspect ratio
  0.1,                                       // near
  1000                                       // far
);
camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0);

After modifying fov, aspect, near, far, or zoom, you MUST call camera.updateProjectionMatrix().

OrthographicCamera
import { OrthographicCamera } from 'three';

const frustumSize = 10;
const aspect = window.innerWidth / window.innerHeight;
const camera = new OrthographicCamera(
  -frustumSize * aspect / 2,   // left
   frustumSize * aspect / 2,   // right
   frustumSize / 2,            // top
  -frustumSize / 2,            // bottom
  0.1, 1000
);

ALWAYS update all six frustum parameters (left, right, top, bottom, near, far) on resize, then call updateProjectionMatrix().

ArrayCamera

Renders multiple viewports in a single render() call. Each sub-camera has camera.viewport = new Vector4(x, y, width, height). Used for split-screen and VR stereo.

CubeCamera

Renders the scene from all 6 directions into a WebGLCubeRenderTarget. Used for dynamic environment maps. NEVER call cubeCamera.update() every frame for static environments -- it renders the scene 6 times per call.


Render Targets

import { WebGLRenderTarget } from 'three';

const renderTarget = new WebGLRenderTarget(1024, 1024);
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null); // restore default framebuffer
// renderTarget.texture is now usable as a regular Texture

ALWAYS call renderTarget.dispose() when no longer needed.


Shader Compilation

// Synchronous -- blocks the thread
renderer.compile(scene, camera);

// Asynchronous -- non-blocking, prevents frame drops (r160+)
await renderer.compileAsync(scene, camera);

ALWAYS call compileAsync() after loading assets but before the first visible render to prevent jank from just-in-time shader compilation.


Viewport and Scissor

// Render to a sub-region of the canvas
renderer.setViewport(x, y, width, height);
renderer.setScissor(x, y, width, height);
renderer.setScissorTest(true);
renderer.render(scene, camera);

// Reset to full canvas
renderer.setScissorTest(false);
renderer.setViewport(0, 0, canvas.width, canvas.height);

Clipping Planes

import { Plane, Vector3 } from 'three';

// Global clipping (affects all objects)
renderer.clippingPlanes = [new Plane(new Vector3(0, -1, 0), 1)];

// Per-material clipping (MUST enable localClippingEnabled)
renderer.localClippingEnabled = true;
material.clippingPlanes = [plane];
material.clipIntersection = false; // false = union, true = intersection
material.clipShadows = true;       // also clip shadow geometry

Cleanup and Disposal

renderer.setAnimationLoop(null);
renderer.dispose();
renderer.domElement.remove();

ALWAYS call dispose() when removing a renderer. This releases the WebGL context, all compiled shader programs, textures, and framebuffers.


WebGPU Renderer

Three.js includes an experimental WebGPURenderer with TSL (Three Shading Language) node-based materials. For WebGPU-specific guidance, see the threejs-impl-webgpu skill.


Reference Links

Official Sources

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