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.
git clone https://github.com/partme-ai/full-stack-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"
skills/threejs-skills/threejs-textures/SKILL.mdWhen to use this skill
ALWAYS use this skill when the user mentions:
/texture.wrapS
,wrapT
,minFilter
,magFilter
,generateMipmapsanisotropy
/ correct handling of sRGB vs linear data mapscolorSpace- Creating
,DataTexture
, compressed GPU formats, video/canvas driven texturesCubeTexture
from environment maps for IBLPMREMGenerator
IMPORTANT: textures vs loaders
| Step | Skill |
|---|---|
| Decode file / HTTP | threejs-loaders |
Configure GPU | 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
appropriately; normal/roughness maps are non-color data.colorSpace - Sampling: choose filters; enable mipmaps when minification occurs; consider max anisotropy.
- PMREM: feed env map through
per docs; assign result to scene/env/intensity paths as required.PMREMGenerator - Video/canvas: understand update needs each frame for
/VideoTexture
.CanvasTexture - Disposal:
textures when replacing to free GPU memory.dispose() - 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
, orCubeTexture
as appropriate.PMREMGenerator - Tie
/ filtering to threejs-renderers output and threejs-materials maps.colorSpace - Send Draco/KTX2 decoder wiring questions to threejs-loaders first.
- Emphasize
when replacing env maps or large atlases.dispose() - 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