Full-stack-skills 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.

install
source · Clone the upstream repo
git clone https://github.com/partme-ai/full-stack-skills
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/partme-ai/full-stack-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/threejs-skills/threejs-textures" ~/.claude/skills/partme-ai-full-stack-skills-threejs-textures && rm -rf "$T"
manifest: skills/threejs-skills/threejs-textures/SKILL.md
source content

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
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.

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