agentleFS
full-stack-skillsfull-stack-skills/threejs-skills/skills/threejs-renderers/SKILL.md

threejs-renderers

Skill9 starsChanged 54 days agoApache-2.0View on GitHub

Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 1 is distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Loop: prefer setAnimationLoop for WebXR-friendly loops.

    line 34
  2. Very specific:

    Overlay UI: import CSS2DRenderer / CSS3DRenderer from addons.

    line 36
  3. Very specific:

    Profiling: read renderer.info in dev builds only.

    line 37
  4. Distinctive:

    When answering under this skill, prefer responses that:

    line 72

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

When to use this skill

ALWAYS use this skill when the user mentions:

  • WebGLRenderer or WebGPURenderer creation, setSize, setPixelRatio, setAnimationLoop
  • Color management: outputColorSpace, toneMapping, exposure-like behavior via renderer properties
  • WebGLRenderTarget, WebGLCubeRenderTarget, MRT, readback, or render-to-texture setup at renderer level
  • Info (render, triangles, calls) for profiling; CanvasTarget / storage textures when working from docs index

IMPORTANT: this skill vs neighbors

TopicUse skill
Fullscreen passes, bloom, SSAO, composer chainthreejs-postprocessing
VR/AR session, XRButton, hand modelsthreejs-webxr
Node-based frame graph / TSL post stackthreejs-node-tsl + renderer enablement
Loading assetsthreejs-loaders

Trigger phrases include:

  • "WebGLRenderer", "WebGPURenderer", "setPixelRatio", "toneMapping", "WebGLRenderTarget"
  • "渲染器", "像素比", "色调映射", "离屏渲染"

How to use this skill

  1. Choose API: WebGLRenderer for widest compatibility; WebGPURenderer when targeting WebGPU and node/TSL stack per project rules.
  2. Size: match drawing buffer to canvas CSS size × devicePixelRatio with a sane cap (performance).
  3. Color: set outputColorSpace / toneMapping consistently with textures and materials (cross-link threejs-textures, threejs-materials).
  4. Loop: prefer setAnimationLoop for WebXR-friendly loops; otherwise requestAnimationFrame.
  5. Render targets: pick WebGLRenderTarget vs cube/3D/array variants per environment/reflection needs; document dispose when recreating.
  6. Overlay UI: import CSS2DRenderer / CSS3DRenderer from addons; sync size with main renderer.
  7. Profiling: read renderer.info in dev builds only; explain cost of high pixel ratio and overdraw.
  8. WebXR hook: enable XR on renderer but delegate session to threejs-webxr.

See examples/workflow-renderer-resize.md.

Doc map (official)

More class links: references/official-sections.md.

Scope

  • In scope: Renderer construction, sizing, color/tone, targets, Info, addon CSS/SVG renderers, high-level XR enable only.
  • Out of scope: Individual composer passes (threejs-postprocessing); XR input (threejs-webxr); file IO (threejs-loaders).

Common pitfalls and best practices

  • Uncapped DPR burns fill rate; cap setPixelRatio(Math.min(devicePixelRatio, 2)) on dense scenes.
  • Mixing sRGB textures with wrong outputColorSpace causes washed or crushed blacks.
  • Forgetting dispose() on render targets and full-screen quads leaks GPU memory on hot reload.
  • WebGPURenderer feature set moves quickly—always cite current docs version note in answers.

Documentation and version

WebGLRenderer, WebGPURenderer, and color-management defaults evolve across releases. Use the Renderers section of three.js docs for the user’s three.js line; WebGPU and node stacks may require newer minors—link class pages rather than memorizing constructor defaults.

Agent response checklist

When answering under this skill, prefer responses that:

  1. Link official renderer or render-target pages (WebGLRenderer, WebGLRenderTarget, etc.).
  2. Relate outputColorSpace / toneMapping to threejs-textures and threejs-materials when color looks wrong.
  3. Point XR session details to threejs-webxr after renderer.xr.enabled is mentioned.
  4. Mention dispose() for render targets and render lists on teardown or hot reload.
  5. Cite Addons → Renderers (CSS2DRenderer, …) when overlays are in scope.

References

Keywords

English: webglrenderer, webgpurenderer, rendertarget, pixelratio, tonemapping, outputcolorspace, css2d, css3d, three.js

中文: WebGLRenderer、WebGPU、渲染目标、像素比、色调映射、输出色彩空间、渲染器、three.js

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.