analyze
無料Risk analysis and approach selection before planning. Use when requirements are ambiguous, approaches vary, or work touches hub/bridge nodes. Skip for typo fixes.
日本語の概要は準備中です。原文の説明を表示しています。
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
import * as THREE from "three";
// Load texture
const loader = new THREE.TextureLoader();
const texture = loader.load("texture.jpg");
// Apply to material
const material = new THREE.MeshStandardMaterial({
map: texture,
});
const loader = new THREE.TextureLoader();
// Async with callbacks
loader.load(
"texture.jpg",
(texture) => console.log("Loaded"),
(progress) => console.log("Progress"),
(error) => console.error("Error"),
);
// Synchronous style (loads async internally)
const texture = loader.load("texture.jpg");
material.map = texture;
function loadTexture(url) {
return new Promise((resolve, reject) => {
new THREE.TextureLoader().load(url, resolve, undefined, reject);
});
}
// Usage
const [colorMap, normalMap, roughnessMap] = await Promise.all([
loadTexture("color.jpg"),
loadTexture("normal.jpg"),
loadTexture("roughness.jpg"),
]);
Critical for accurate color reproduction.
// Color/albedo textures - use sRGB
colorTexture.colorSpace = THREE.SRGBColorSpace;
// Data textures (normal, roughness, metalness, AO) - leave as default
// Do NOT set colorSpace for data textures (NoColorSpace is default)
texture.wrapS = THREE.RepeatWrapping; // Horizontal
texture.wrapT = THREE.RepeatWrapping; // Vertical
// Options:
// THREE.ClampToEdgeWrapping - Stretches edge pixels (default)
// THREE.RepeatWrapping - Tiles the texture
// THREE.MirroredRepeatWrapping - Tiles with mirror flip
// Tile texture 4x4
texture.repeat.set(4, 4);
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
// Offset (0-1 range)
texture.offset.set(0.5, 0.5);
// Rotation (radians, around center)
texture.rotation = Math.PI / 4;
texture.center.set(0.5, 0.5); // Rotation pivot
// Minification (texture larger than screen pixels)
texture.minFilter = THREE.LinearMipmapLinearFilter; // Default, smooth
texture.minFilter = THREE.NearestFilter; // Pixelated
texture.minFilter = THREE.LinearFilter; // Smooth, no mipmaps
// Magnification (texture smaller than screen pixels)
texture.magFilter = THREE.LinearFilter; // Smooth (default)
texture.magFilter = THREE.NearestFilter; // Pixelated (retro games)
// Anisotropic filtering (sharper at angles)
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
// Usually true by default
texture.generateMipmaps = true;
// Disable for non-power-of-2 textures or data textures
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;
const texture = new THREE.Texture(image);
texture.needsUpdate = true;
Create texture from raw data.
// Create gradient texture
const size = 256;
const data = new Uint8Array(size * size * 4);
for (let i = 0; i < size; i++) {
for (let j = 0; j < size; j++) {
const index = (i * size + j) * 4;
data[index] = i; // R
data[index + 1] = j; // G
data[index + 2] = 128; // B
data[index + 3] = 255; // A
}
}
const texture = new THREE.DataTexture(data, size, size);
texture.needsUpdate = true;
const canvas = document.createElement("canvas");
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext("2d");
// Draw on canvas
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = "white";
ctx.font = "48px Arial";
ctx.fillText("Hello", 50, 150);
const texture = new THREE.CanvasTexture(canvas);
// Update when canvas changes
texture.needsUpdate = true;
const video = document.createElement("video");
video.src = "video.mp4";
video.loop = true;
video.muted = true;
video.play();
const texture = new THREE.VideoTexture(video);
texture.colorSpace = THREE.SRGBColorSpace;
// No need to set needsUpdate - auto-updates
import { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath("path/to/basis/");
ktx2Loader.detectSupport(renderer);
ktx2Loader.load("texture.ktx2", (texture) => {
material.map = texture;
});
For environment maps and skyboxes.
const loader = new THREE.CubeTextureLoader();
const cubeTexture = loader.load([
"px.jpg",
"nx.jpg", // +X, -X
"py.jpg",
"ny.jpg", // +Y, -Y
"pz.jpg",
"nz.jpg", // +Z, -Z
]);
// As background
scene.background = cubeTexture;
// As environment map
scene.environment = cubeTexture;
material.envMap = cubeTexture;
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new RGBELoader().load("environment.hdr", (texture) => {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.environment = envMap;
scene.background = envMap;
texture.dispose();
pmremGenerator.dispose();
});
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const loader = new RGBELoader();
loader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});
import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.js";
const loader = new EXRLoader();
loader.load("environment.exr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
});
scene.background = texture;
scene.backgroundBlurriness = 0.5; // 0-1, blur background
scene.backgroundIntensity = 1.0; // Brightness
scene.backgroundRotation.y = Math.PI; // Rotate background
Render to texture for effects.
// Create render target
const renderTarget = new THREE.WebGLRenderTarget(512, 512, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
});
// Render scene to target
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null); // Back to screen
// Use as texture
material.map = renderTarget.texture;
const renderTarget = new THREE.WebGLRenderTarget(512, 512);
renderTarget.depthTexture = new THREE.DepthTexture(
512,
512,
THREE.UnsignedShortType,
);
// Access depth
const depthTexture = renderTarget.depthTexture;
const renderTarget = new THREE.WebGLRenderTarget(512, 512, {
samples: 4, // MSAA
});
Dynamic environment maps for reflections.
const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256, {
generateMipmaps: true,
minFilter: THREE.LinearMipmapLinearFilter,
});
const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget);
scene.add(cubeCamera);
// Apply to reflective material
reflectiveMaterial.envMap = cubeRenderTarget.texture;
// Update in animation loop (expensive!)
function animate() {
// Hide reflective object, update env map, show again
reflectiveObject.visible = false;
cubeCamera.position.copy(reflectiveObject.position);
cubeCamera.update(renderer, scene);
reflectiveObject.visible = true;
}
const uvs = geometry.attributes.uv;
// Read UV
const u = uvs.getX(vertexIndex);
const v = uvs.getY(vertexIndex);
// Modify UV
uvs.setXY(vertexIndex, newU, newV);
uvs.needsUpdate = true;
// Required for aoMap
geometry.setAttribute("uv2", geometry.attributes.uv);
// Or create custom second UV
const uv2 = new Float32Array(vertexCount * 2);
// ... fill uv2 data
geometry.setAttribute("uv2", new THREE.BufferAttribute(uv2, 2));
const material = new THREE.ShaderMaterial({
uniforms: {
map: { value: texture },
uvOffset: { value: new THREE.Vector2(0, 0) },
uvScale: { value: new THREE.Vector2(1, 1) },
},
vertexShader: `
varying vec2 vUv;
uniform vec2 uvOffset;
uniform vec2 uvScale;
void main() {
vUv = uv * uvScale + uvOffset;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
varying vec2 vUv;
uniform sampler2D map;
void main() {
gl_FragColor = texture2D(map, vUv);
}
`,
});
Multiple images in one texture.
// Atlas with 4 sprites (2x2 grid)
const atlas = loader.load("atlas.png");
atlas.wrapS = THREE.ClampToEdgeWrapping;
atlas.wrapT = THREE.ClampToEdgeWrapping;
// Select sprite by UV offset/scale
function selectSprite(row, col, gridSize = 2) {
atlas.offset.set(col / gridSize, 1 - (row + 1) / gridSize);
atlas.repeat.set(1 / gridSize, 1 / gridSize);
}
// Select top-left sprite
selectSprite(0, 0);
const material = new THREE.MeshStandardMaterial({
// Base color (sRGB)
map: colorTexture,
// Surface detail (Linear)
normalMap: normalTexture,
normalScale: new THREE.Vector2(1, 1),
// Roughness (Linear, grayscale)
roughnessMap: roughnessTexture,
roughness: 1, // Multiplier
// Metalness (Linear, grayscale)
metalnessMap: metalnessTexture,
metalness: 1, // Multiplier
// Ambient occlusion (Linear, uses uv2)
aoMap: aoTexture,
aoMapIntensity: 1,
// Self-illumination (sRGB)
emissiveMap: emissiveTexture,
emissive: 0xffffff,
emissiveIntensity: 1,
// Vertex displacement (Linear)
displacementMap: displacementTexture,
displacementScale: 0.1,
displacementBias: 0,
// Alpha (Linear)
alphaMap: alphaTexture,
transparent: true,
});
// Don't forget UV2 for AO
geometry.setAttribute("uv2", geometry.attributes.uv);
// OpenGL style normals (default)
material.normalMapType = THREE.TangentSpaceNormalMap;
// Object space normals
material.normalMapType = THREE.ObjectSpaceNormalMap;
function generateNoiseTexture(size = 256) {
const data = new Uint8Array(size * size * 4);
for (let i = 0; i < size * size; i++) {
const value = Math.random() * 255;
data[i * 4] = value;
data[i * 4 + 1] = value;
data[i * 4 + 2] = value;
data[i * 4 + 3] = 255;
}
const texture = new THREE.DataTexture(data, size, size);
texture.needsUpdate = true;
return texture;
}
function generateGradientTexture(color1, color2, size = 256) {
const canvas = document.createElement("canvas");
canvas.width = size;
canvas.height = 1;
const ctx = canvas.getContext("2d");
const gradient = ctx.createLinearGradient(0, 0, size, 0);
gradient.addColorStop(0, color1);
gradient.addColorStop(1, color2);
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, size, 1);
return new THREE.CanvasTexture(canvas);
}
// Single texture
texture.dispose();
// Material textures
function disposeMaterial(material) {
const maps = [
"map",
"normalMap",
"roughnessMap",
"metalnessMap",
"aoMap",
"emissiveMap",
"displacementMap",
"alphaMap",
"envMap",
"lightMap",
"bumpMap",
"specularMap",
];
maps.forEach((mapName) => {
if (material[mapName]) {
material[mapName].dispose();
}
});
material.dispose();
}
class TexturePool {
constructor() {
this.textures = new Map();
this.loader = new THREE.TextureLoader();
}
async get(url) {
if (this.textures.has(url)) {
return this.textures.get(url);
}
const texture = await new Promise((resolve, reject) => {
this.loader.load(url, resolve, undefined, reject);
});
this.textures.set(url, texture);
return texture;
}
dispose(url) {
const texture = this.textures.get(url);
if (texture) {
texture.dispose();
this.textures.delete(url);
}
}
disposeAll() {
this.textures.forEach((t) => t.dispose());
this.textures.clear();
}
}
// Check texture memory
console.log(renderer.info.memory.textures);
// Optimize for mobile
const maxSize = renderer.capabilities.maxTextureSize;
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
const textureSize = isMobile ? 1024 : 2048;
threejs-materials - Applying textures to materialsthreejs-loaders - Loading texture filesthreejs-shaders - Custom texture samplingまだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Risk analysis and approach selection before planning. Use when requirements are ambiguous, approaches vary, or work touches hub/bridge nodes. Skip for typo fixes.
日本語の概要は準備中です。原文の説明を表示しています。
Proactive architecture review — explore codebase structure, generate a self-contained HTML report with Mermaid diagrams and candidate improvements, then grill the findings. Use when planning a large refactor, onboarding to an unfamiliar codebase, or before a major architectural change.
日本語の概要は準備中です。原文の説明を表示しています。
Persistent token-compression mode (~75% reduction) — now always-on by default. Strips filler while keeping code exact.
日本語の概要は準備中です。原文の説明を表示しています。
Database migration best practices for schema changes, data migrations, rollbacks, and zero-downtime deployments across PostgreSQL, MySQL, and common ORMs (Prisma, Drizzle, Kysely, Django, TypeORM, golang-migrate).
日本語の概要は準備中です。原文の説明を表示しています。
Anti-slop frontend skill for landing pages, portfolios, and redesigns. The agent reads the brief, infers the right design direction, and ships interfaces that do not look templated. Real design systems when applicable, audit-first on redesigns, strict pre-flight check.
日本語の概要は準備中です。原文の説明を表示しています。
Structured 6-phase debugging. Build feedback loop first, reproduce deterministically, hypothesize with ranked falsifiable theories, instrument one variable at a time, fix with regression test, cleanup. Use when a bug exists, tests fail unexpectedly, or behavior is wrong and cause is unknown.
日本語の概要は準備中です。原文の説明を表示しています。