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threejs-textures

threejs-textures

github.com/full-stack-skillsDevelopment10383 installsUpdated 4w ago
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About threejs-textures

A reference skill for configuring three.js textures and environment maps. It helps developers choose color handling and sampling settings while distinguishing texture setup from file loading.

Key features

  1. 01Configure texture color space
  2. 02Choose filters and mipmaps
  3. 03Set anisotropy for sampling
  4. 04Prepare environment maps with PMREMGenerator
  5. 05Update and dispose video or canvas textures

Use cases

  1. 01Correct sRGB handling for albedo maps
  2. 02Tune sampling for minified textures
  3. 03Create environment lighting from an environment map
  4. 04Release textures when replacing assets

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/full-stack-skills/threejs-skills --skill threejs-textures

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

Bundled filesagents/openai.yamlexamples/workflow-pmrem-env.md

Details

From the project README

When to use this skill

ALWAYS use this skill when the user mentions:

  • texture.wrapS / wrapT, minFilter, magFilter, generateMipmaps, anisotropy
  • colorSpace / correct handling of sRGB vs linear data maps
  • Creating DataTexture, CubeTexture, compressed GPU formats, video/canvas driven textures
  • PMREMGenerator from environment maps for IBL

IMPORTANT: textures vs loaders

StepSkill
Decode file / HTTPthreejs-loaders
Configure GPU Texturethreejs-textures

Trigger phrases include:

  • "Texture", "CubeTexture", "PMREM", "colorSpace", "mipmap", "各向异性"
  • "环境贴图", "数据纹理", "压缩纹理"

How to use this skill

  1. Classify texture dimensionality and format (2D, cube, depth, compressed, data).
  2. Color pipeline: set colorSpace appropriately; normal/roughness maps are non-color data.
  3. Sampling: choose filters; enable mipmaps when minification occurs; consider max anisotropy.
  4. PMREM: feed env map through PMREMGenerator per docs; assign result to scene/env/intensity paths as required.
  5. Video/canvas: understand update needs each frame for VideoTexture / CanvasTexture.
  6. Disposal: dispose() textures when replacing to free GPU memory.
  7. KTX2/Basis: transcoder wiring belongs in threejs-loaders before this step.

See examples/workflow-pmrem-env.md.

Doc map (official)

Docs sectionRepresentative links
Textureshttps://threejs.org/docs/Texture.html
Cubehttps://threejs.org/docs/CubeTexture.html
Datahttps://threejs.org/docs/DataTexture.html
PMREMhttps://threejs.org/docs/PMREMGenerator.html

Scope

  • In scope: Core Textures + PMREMGenerator; sampling and color pipeline at texture level.
  • Out of scope: Loader configuration; post-processing passes that sample buffers (threejs-postprocessing).

Common pitfalls and best practices

  • sRGB albedo in linear workflow without proper colorSpace looks wrong next to renderer output.
  • Non-power-of-two textures have mip/wrap limitations unless padded.
  • Forgetting texture disposal on hot reload leaks VRAM.

Documentation and version

Texture classes and PMREMGenerator are documented under Textures and PMREMGenerator in three.js docs. Compressed and KTX2 paths often depend on threejs-loaders for transcoder setup before this skill applies.

Agent response checklist

When answering under this skill, prefer responses that:

  1. Link Texture, DataTexture, CubeTexture, or PMREMGenerator as appropriate.
  2. Tie colorSpace / filtering to threejs-renderers output and threejs-materials maps.
  3. Send Draco/KTX2 decoder wiring questions to threejs-loaders first.
  4. Emphasize dispose() when replacing env maps or large atlases.
  5. Mention Global constants only when wrapping/filter enums matter.

References

Keywords

English: texture, cubemap, pmrem, mipmap, colorspace, compressed texture, data texture, three.js

中文: 纹理、立方体贴图、PMREM、mipmap、色彩空间、压缩纹理、three.js

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