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
- 01Configure texture color space
- 02Choose filters and mipmaps
- 03Set anisotropy for sampling
- 04Prepare environment maps with PMREMGenerator
- 05Update and dispose video or canvas textures
Use cases
- 01Correct sRGB handling for albedo maps
- 02Tune sampling for minified textures
- 03Create environment lighting from an environment map
- 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-texturesAfter installing, type/threejs-texturesin Claude Code to confirm it loaded.
Bundled filesagents/openai.yamlexamples/workflow-pmrem-env.md
Details
From the project READMEWhen to use this skill
ALWAYS use this skill when the user mentions:
texture.wrapS/wrapT,minFilter,magFilter,generateMipmaps,anisotropycolorSpace/ correct handling of sRGB vs linear data maps- Creating
DataTexture,CubeTexture, compressed GPU formats, video/canvas driven textures PMREMGeneratorfrom environment maps for IBL
IMPORTANT: textures vs loaders
| Step | Skill |
|---|---|
| Decode file / HTTP | threejs-loaders |
Configure GPU Texture | threejs-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
- Classify texture dimensionality and format (2D, cube, depth, compressed, data).
- Color pipeline: set
colorSpaceappropriately; normal/roughness maps are non-color data. - Sampling: choose filters; enable mipmaps when minification occurs; consider max anisotropy.
- PMREM: feed env map through
PMREMGeneratorper docs; assign result to scene/env/intensity paths as required. - Video/canvas: understand update needs each frame for
VideoTexture/CanvasTexture. - Disposal:
dispose()textures when replacing to free GPU memory. - KTX2/Basis: transcoder wiring belongs in threejs-loaders before this step.
See examples/workflow-pmrem-env.md.
Doc map (official)
| Docs section | Representative links |
|---|---|
| Textures | https://threejs.org/docs/Texture.html |
| Cube | https://threejs.org/docs/CubeTexture.html |
| Data | https://threejs.org/docs/DataTexture.html |
| PMREM | https://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:
- Link
Texture,DataTexture,CubeTexture, orPMREMGeneratoras appropriate. - Tie
colorSpace/ filtering to threejs-renderers output and threejs-materials maps. - Send Draco/KTX2 decoder wiring questions to threejs-loaders first.
- Emphasize
dispose()when replacing env maps or large atlases. - Mention Global constants only when wrapping/filter enums matter.
References
- https://threejs.org/docs/#Textures
- https://threejs.org/docs/Texture.html
- https://threejs.org/docs/PMREMGenerator.html
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