threejs-textures
three.js textures: Texture, DataTexture, CubeTexture, CompressedTexture variants, DepthTexture, VideoTexture, CanvasTexture, 3D/array textures, Source; sampling parameters, mipmaps, anisotropy, wrap/mag/min filters; PMREMGenerator in Extras for environment map prefiltering. Use when configuring GPU texture objects and PMREM; for Draco/KTX2 transcoder file paths use threejs-loaders; for material map slots use threejs-materials; for output color pipeline use threejs-renderers.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/threejs-textures/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How threejs-textures Compares
| Feature / Agent | threejs-textures | Standard Approach |
|---|---|---|
| Platform Support | multi | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
three.js textures: Texture, DataTexture, CubeTexture, CompressedTexture variants, DepthTexture, VideoTexture, CanvasTexture, 3D/array textures, Source; sampling parameters, mipmaps, anisotropy, wrap/mag/min filters; PMREMGenerator in Extras for environment map prefiltering. Use when configuring GPU texture objects and PMREM; for Draco/KTX2 transcoder file paths use threejs-loaders; for material map slots use threejs-materials; for output color pipeline use threejs-renderers.
Which AI agents support this skill?
This skill is compatible with multi.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
## 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** | 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 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](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](https://threejs.org/docs/#Textures) and [PMREMGenerator](https://threejs.org/docs/PMREMGenerator.html) in [three.js docs](https://threejs.org/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](https://threejs.org/docs/#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