跳到正文
cccskills
免费在 GitHub 公开

r3f-textures

Configure textures in React Three Fiber, including color spaces, UV channels, sampling, video, and render targets. Use for texture appearance or memory issues; use loader guidance for model-loading workflows.

中文简介正在准备中。当前显示原文说明。

实测评分 未实测

查看安装方法

包含的文件(2)

  • SKILL.md5.1 KB
  • references/render-targets.md2.1 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

React Three Fiber textures

Inspect installed Three.js, Fiber, Drei, and renderer versions first. Examples target Fiber 9 / React 19 and Three.js r185 with WebGL. Preserve correctly configured assets rather than resetting every texture.

Color versus data

Texture contentColor-space annotation
PNG/JPEG base color or emissive colorSRGBColorSpace
Roughness, metalness, normal, AO, alpha/masksNoColorSpace
Linear HDR/EXR lighting dataPreserve loader-provided linear metadata

NoColorSpace is not another name for LinearSRGBColorSpace: scalar/vector data has no color space. Do not blanket-convert every map to sRGB.

Load a color map

Mount under Suspense inside Canvas. The file path is an application asset, not a file provided by this skill.

import { useTexture } from '@react-three/drei'
import { SRGBColorSpace } from 'three'

export default function Example() {
  const map = useTexture('/textures/checker.png', (texture) => {
    // This URL is consistently used as a color texture by all consumers.
    texture.colorSpace = SRGBColorSpace
    texture.needsUpdate = true
  })
  return (
    <mesh>
      <planeGeometry args={[3, 3]} />
      <meshStandardMaterial map={map} roughness={1} />
    </mesh>
  )
}

Fiber handles common built-in color map props, and glTF loaders set texture metadata. Explicit annotation is especially important for custom shader uniforms or manually created textures.

Cache and ownership

  • useTexture/useLoader cache by loader and URL inputs. The same source can return the same Texture object. Repeat, offset, wrapping, filters, and colorSpace changes can affect every consumer.
  • Clone the Texture object before per-instance configuration. Reuse the underlying image where possible; separately dispose only the clone you own. Do not dispose the cached source from an individual consumer.
  • Do not clear a loader cache during render. Cache eviction and GPU disposal are separate operations and require knowing that no active consumer still needs the resource.
  • Avoid replacing the uniform/texture object every frame; update offsets or owned values directly. On a demand loop, invalidate after imperative changes.

UVs and sampling

  • texture.channel = 0 selects uv, 1 selects uv1, then uv2 and uv3. Choose the actual geometry attribute; AO/light maps no longer universally require copying uv into uv2.
  • Repeat outside [0, 1] requires RepeatWrapping or MirroredRepeatWrapping. Offset/repeat/rotation are texture transforms; atlas animations generally do not need React state per frame.
  • Wrapping, color-space, and upload configuration changes may need texture.needsUpdate. Offset/repeat changes use the texture matrix and do not normally require re-uploading image data.
  • For pixel art, use nearest filtering deliberately. For minified surfaces, mipmaps reduce shimmer; cap anisotropy to the renderer's supported maximum and the scene's needs.
  • Power-of-two dimensions are not a universal WebGL2 requirement. Size textures for screen coverage, memory, compression-format constraints, and quality rather than an obsolete blanket rule.
  • Download size is not GPU memory size. Consider KTX2/Basis where supported; configure renderer capability detection and host decoder/transcoder assets deliberately.
  • For a replacement glTF color map, match the model's UV/orientation conventions; a manually loaded texture commonly needs flipY=false. Do not flip already configured glTF maps again.

Specialized textures

  • Prefer useVideoTexture when its lifecycle fits. Check autoplay/muting, CORS, user gestures, and source cleanup; changing video resolution may require a new texture. Do not promise autoplay succeeds on every browser.
  • Canvas/DataTexture content changes need needsUpdate; data textures should keep data color-space semantics. Creating a texture in a frame loop leaks work/resources unless deliberately managed.
  • For render targets, read offscreen rendering. Never sample from a texture while rendering into that same target.
  • Keep environment maps on a lighting path (Environment/useEnvironment) rather than assigning a regular 2D image without a suitable mapping/PMREM workflow.

Verify

Test a known color swatch, data maps under changing lights, texture orientation, repeated mounts, and two consumers with different UV transforms. Inspect GPU texture counts; they are counts, not byte-accurate memory measurements.

Sources

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Blender to web export workflows for 3D models and animations. Use this skill when exporting Blender models to glTF for web, optimizing 3D assets for Three.js or Babylon.js, batch processing models with Python scripts, automating Blender workflows, or creating web-ready 3D pipelines. Triggers on tasks involving Blender glTF export, bpy scripting, 3D asset optimization, model compression, texture baking, or Blender automation. Exports models for threejs-webgl, react-three-fiber, and babylonjs-engine skills.

中文简介正在准备中。当前显示原文说明。

marselo-4/TotAuto32026年10月23日 更新

Comprehensive skill for GSAP (GreenSock Animation Platform) and ScrollTrigger plugin. Use this skill when creating web animations, scroll-driven experiences, timelines, tweens, scroll-triggered animations, pinning, scrubbing, parallax effects, or animating DOM elements, SVG, Canvas, WebGL, or Three.js. Triggers on tasks involving GSAP, ScrollTrigger, smooth animations, scroll effects, or animation sequencing.

中文简介正在准备中。当前显示原文说明。

marselo-4/TotAuto32026年10月23日 更新

Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js. Use this skill when adding pseudo-3D illustrations, animated backgrounds, parallax tilt effects, decorative 3D elements, or subtle depth effects without heavy frameworks. Triggers on tasks involving Zdog pseudo-3D, Vanta.js backgrounds, Vanilla-Tilt parallax, card tilt effects, hero section animations, or lightweight landing page visuals. Ideal for performance-focused designs.

中文简介正在准备中。当前显示原文说明。

marselo-4/TotAuto32026年10月23日 更新

Modern web design trends, principles, and implementation patterns for 2024-2025. Use this skill when designing websites, creating interactive experiences, implementing design systems, ensuring accessibility, or building performance-first interfaces. Triggers on tasks involving modern design trends, micro-interactions, scrollytelling, bold minimalism, cursor UX, glassmorphism, accessibility compliance, performance optimization, or design system architecture. References animation skills (GSAP, Framer Motion, React Spring), 3D skills (Three.js, R3F, Babylon.js), and component libraries for implementation guidance.

中文简介正在准备中。当前显示原文说明。

marselo-4/TotAuto32026年10月23日 更新

Modern animation library for React and JavaScript. Create smooth, production-ready animations with motion components, variants, gestures (hover/tap/drag), layout animations, AnimatePresence exit animations, spring physics, and scroll-based effects. Use when building interactive UI components, micro-interactions, page transitions, or complex animation sequences.

中文简介正在准备中。当前显示原文说明。

marselo-4/TotAuto32026年10月23日 更新

Animate React Three Fiber objects with useFrame, damping, and GLTF clips. Use for procedural motion, animation transitions, or demand-loop animation; use physics guidance for collision-driven movement.

中文简介正在准备中。当前显示原文说明。

marselo-4/TotAuto32026年10月23日 更新

查看 marselo-4 的全部技能

报告此技能的问题