threejs-textures
Skill9 starsChanged 54 days agoApache-2.0View on GitHub
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.
20 other projects use a version of this.
Adopted by
Most recently taken up by
- DaraBoth/skilljmskilltheir own version, first seen Nov 8, 2026
- OpenMontageInc/OpenMontagetheir own version, first seen Nov 8, 2026
- calesthio/OpenMontagetheir own version, first seen Nov 8, 2026
- davidanthonyn/claude-skillstheir own version, first seen Oct 20, 2026
- CloudAI-X/threejs-skillstheir own version, first seen Oct 18, 2026
- chadixearth/graphylooptheir own version, first seen Oct 13, 2026
Used with
Projects with it also use bfl-api, flux-best-practices and 10 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
LinHao-citySkillbfl-api
BFL FLUX API integration guide covering endpoints, async polling patterns, rate limiting, error handling, webhooks, and regional endpoints with Python and TypeScript code examples.
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LinHao-citySkillflux-best-practices
Comprehensive guide for BFL FLUX image generation models. Covers prompting, T2I, I2I, structured JSON, hex colors, typography, multi-reference editing, and model-specific best practices for FLUX.2 and FLUX.1 families.
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jaron-goh-centrSkillwebsite-to-video
Capture a general website/URL and turn it into a video OF the site — tour, showcase, or social clip built from captured screenshots and the site's own brand assets. Use for portfolio / blog / docs / landing-page showcases. Not a product launch or promo, even from a URL (/product-launch-video). Unclear → /hyperframes.
Also in 4 projects that use this
dAAAbSkillheygen
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MoizIbnYousafSkillvisual-style
Build a persistent visual brand identity for image generation. Defines how the brand looks visually — aesthetic, lighting, composition, mood — and writes it to brand/creative-kit.md so /image-gen and other creative skills produce consistent on-brand visuals. Three modes: Extract (from website/URL), Build (interview), Reference (mood board/examples). Use when starting any project that needs images, when the user says "visual style", "brand aesthetic", "image style", "visual identity", "how should our images look", "build visual brand", "define our look", or when /image-gen outputs feel generic because no visual style exists yet.
Also in 3 projects that use this
- +7 more from LinHao-city
Other versions20 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 20
- calesthio/OpenMontage★ 78ksame name
- OpenMontageInc/OpenMontage★ 78ksame name
- CloudAI-X/threejs-skills★ 3.7ksame name
- educlopez/thegridcn-ui★ 394same name
- quiet-node/gesture-lab★ 185same name
- kumaran-is/claude-code-onboarding★ 35same name
- codetesla51/skills★ 32same name
- ruloCode/hermes-os★ 16same name
- LinHao-city/StoryMind★ 10same name
- chadixearth/graphyloop★ 3same name
10 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository21 other files it gives its agents.
- openspec-apply-changeSkill
- openspec-archive-changeSkill
- openspec-exploreSkill
- openspec-proposeSkill
- threejs-animationSkill
- threejs-audioSkill
- threejs-cameraSkill
- threejs-controlsSkill
- threejs-dev-setupSkill
- threejs-geometriesSkill
- threejs-helpersSkill
- threejs-lightsSkill
- threejs-loadersSkill
- threejs-materialsSkill
- threejs-mathSkill
- threejs-node-tslSkill
- threejs-objectsSkill
- threejs-postprocessingSkill
- threejs-renderersSkill
- threejs-scenesSkill
- threejs-webxrSkill
The file
We split this skill into the rules it gives an agent
1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.
0
Common
Most of the 18 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 65
When answering under this skill, prefer responses that:
“Common” is measured: kept by at least 6 in 10 of the 18 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
When 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
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