Atlas / Skills / cloudai-x / Threejs Textures

Threejs TexturesSAFE

skills/cloudai-x/threejs-textures
Verdict
SAFE
Grade
B
Trust score
89 /100
Version
—
Hosts
—
License
MIT
Stars
3,789
01

Overview

An agent skill published by cloudai-x.

Read from source at commit 49a7790658abOBSERVED · 2026-10-28
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02

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
name: threejs-textures
description: "Three.js textures: image loading, color spaces, UV channels and transforms, texture types from canvas to HDR and KTX2, render targets, texture memory. Use when working with images on materials, UV coordinates, cubemaps, render targets or texture optimization; on WebGL or with WebGPU and TSL."
---

# Three.js Textures

Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.

## Quick Start

```javascript
import * as THREE from "three";

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 0, 2);

// Color images must be tagged sRGB or they render too bright and washed out
const texture = new THREE.TextureLoader().load("diffuse.jpg");
texture.colorSpace = THREE.SRGBColorSpace;

const mesh = new THREE.Mesh(
  new THREE.PlaneGeometry(2, 2),
  new THREE.MeshBasicMaterial({ map: texture }),
);
scene.add(mesh);

renderer.setAnimationLoop(animate);

function animate() {
  mesh.rotation.z += 0.01;
  renderer.render(scene, camera);
}
```

## Loading

```javascript
// load() returns the texture at once; its image arrives asynchronously
const texture = new THREE.TextureLoader().load("diffuse.jpg");
texture.colorSpace = THREE.SRGBColorSpace;
mesh.material.map = texture; // before the first render; afterwards also set mesh.material.needsUpdate = true

// When the next step needs the loaded image, await it
const colorMap = await new THREE.TextureLoader().loadAsync("diffuse.jpg");
colorMap.colorSpace = THREE.SRGBColorSpace;
```

TextureLoader's `onProgress` parameter is unsupported and never fires; a `LoadingManager` reports progress as each file finishes:

```javascript
const manager = new THREE.LoadingManager();
manager.onProgress = (url, loaded, total) => console.log(`${loaded}/${total}: ${url}`);
const loader = new THREE.TextureLoader(manager);
```

## Color Space

Color management is on by default and every texture starts at `NoColorSpace`:

- LDR color images get `SRGBColorSpace`: `map`, `emissiveMap`, `specularMap`, sheen color and specular color maps, LDR matcaps, and canvas or video used as color.
- Scalar data keeps `NoColorSpace`: normal, bump, displacement, roughness, metalness, ambient-occlusion and alpha maps.
- HDR environments are `LinearSRGBColorSpace`; the HDR loaders set that themselves. GLTFLoader sets the color spaces of the textures it loads.

```javascript
const colorMap = new THREE.TextureLoader().load("color.jpg");
colorMap.colorSpace = THREE.SRGBColorSpace; // authored color image

const normalMap = new THREE.TextureLoader().load("normal.jpg");
// normalMap stays at NoColorSpace: it is data, not color
```

## Transform: Wrap, Repeat, Offset, Rotation

```javascript
const texture = new THREE.TextureLoader().load("diffuse.jpg");

// Tiling requires repeat wrapping; the default clamps edge pixels
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(4, 4); // tile 4x4

texture.offset.set(0.5, 0.5); // shift in UV units
texture.center.set(0.5, 0.5); // pivot for rotation
texture.rotation = Math.PI / 4; // radians
```

`MirroredRepeatWrapping` tiles with a mirror flip on each repeat.

## Filtering, Mipmaps, Anisotropy

```javascript
const texture = new THREE.TextureLoader().load("diffuse.jpg");

// Minification (many texture pixels per screen pixel)
texture.minFilter = THREE.LinearMipmapLinearFilter; // default: trilinear blend between mip levels
texture.minFilter = THREE.NearestFilter; // hard pixel look, samples only the base level

// Magnification (texture magnified on screen)
texture.magFilter = THREE.LinearFilter; // default
texture.magFilter = THREE.NearestFilter; // pixelated

// Mipmaps are generated whenever generateMipmaps is true, whatever the filters.
// Turn generation off to save memory (UI sprites, data textures):
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter; // and do not request a mipmap filter

// Sharper at grazing angles; clamp to what the hardware supports
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
```

## Texture Types

Base class from any image element:

```javascript
const image = new Image();
image.src = "sprite.png";

const imageTexture = new THREE.Texture(image);
imageTexture.colorSpace = THREE.SRGBColorSpace;
image.onload = () => (imageTexture.needsUpdate = true); // upload once the pixels exist
```

`DataTexture` from raw typed-array pixels. Its defaults differ from `Texture`: `NearestFilter` for both filters, `flipY` false, mipmaps off:

```javascript
const size = 256;
const data = new Uint8Array(size * size * 4); // RGBA, one byte per channel
for (let i = 0; i < size; i++) {
  for (let j = 0; j < size; j++) {
    const index = (i * size + j) * 4;
    data[index] = i;
    data[index + 1] = j;
    data[index + 2] = 128;
    data[index + 3] = 255;
  }
}
const dataTexture = new THREE.DataTexture(data, size, size);
dataTexture.needsUpdate = true;
```

`CanvasTexture` for dynamically drawn textures (sets `needsUpdate` on construction):

```javascript
const canvas = document.createElement("canvas");
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext("2d");
ctx.fillStyle = "#404040";
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = "#ffffff";
ctx.font = "48px sans-serif";
ctx.fillText("Hello", 40, 150);

const canvasTexture = new THREE.CanvasTexture(canvas);
canvasTexture.colorSpace = THREE.SRGBColorSpace; // canvas colors are sRGB

// after each redraw of the canvas:
canvasTexture.needsUpdate = true;
```

`VideoTexture` for a playing `HTMLVideoElement` (re-uploads every frame, mipmaps off):

```javascript
const video = document.createElement("video");
video.sr
03

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codeNA
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
none-observed
Network
none-observed
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (0)

No findings outside the package's declared scope.

Gates applied: no_behavioural_pass.

Audited 2026-10-28 · audit v0.4.1 · source sha 49a7790658abfull audit observations/trust-audit/skill/cloudai-x__threejs-textures.json · Report an issue / request a re-scan
04

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-2849a7790658abSAFEB89first audit
05

Questions

Is threejs-textures — cloudai-x/threejs-skills safe to install?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.

What can threejs-textures — cloudai-x/threejs-skills access on my machine?

The audit observed no filesystem, network or shell use at all in its source.

How current is this page?

The grade is for one exact copy of the source (49a7790658ab), read on 2026-10-28. The repository is watched, and a new audit runs when it changes — this is the first audit.

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