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threejs-textures Three.js texture loading and management — TextureLoader, colour spaces (SRGBColorSpace), wrapping modes, filtering, mipmaps, UV mapping, texture atlases, PBR texture sets (map/normalMap/roughnessMap/metalnessMap/aoMap/emissiveMap/displacementMap), video textures, canvas textures, DataTexture for procedural content, KTX2 compressed textures, and memory disposal. Use when loading or creating textures, configuring UV mapping, or managing texture memory. Adapted from CloudAI-X/threejs-skills (MIT).
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Art Director persona for visual style, pillars, art bible, cross-discipline visual consistency, art critique, and art QA. Use when a task needs visual direction, style enforcement, or cohesion across concept, environment, character, VFX, and lighting.
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name threejs-textures description Three.js texture loading and management — TextureLoader, colour spaces (SRGBColorSpace), wrapping modes, filtering, mipmaps, UV mapping, texture atlases, PBR texture sets (map/normalMap/roughnessMap/metalnessMap/aoMap/emissiveMap/displacementMap), video textures, canvas textures, DataTexture for procedural content, KTX2 compressed textures, and memory disposal. Use when loading or creating textures, configuring UV mapping, or managing texture memory. Adapted from CloudAI-X/threejs-skills (MIT). license MIT compatibility Portable reference skill for agents that support markdown skills or prompt files. Works best alongside project Three.js source files and texture asset pipeline. disable-model-invocation true metadata {"owner":"game-delivery","version":"2.0.0","language":"en-GB","category":"web-rendering","upstream_references":["https://github.com/CloudAI-X/threejs-skills (MIT — see NOTICE.md)"],"tags":["three-js","textures","texture-loading","uv-mapping","pbr","normal-map","colour-space","video-texture","canvas-texture","ktx2","memory-management"],"intents":["texture-loading","colour-space-selection","uv-configuration","pbr-texture-set","texture-compression","memory-disposal"],"output_types":["code-example","api-reference","texture-budget"]}
Three.js Textures
Quick Start
import * as THREE from 'three' ;
const loader = new THREE .TextureLoader ();
const texture = loader.load ('diffuse.jpg' );
texture.colorSpace = THREE .SRGBColorSpace ;
const material = new THREE .MeshStandardMaterial ({ map : texture });
const mesh = new THREE .Mesh (new THREE .BoxGeometry (1 , 1 , 1 ), material);
scene.add (mesh);
TextureLoader
Basic Loading
const loader = new THREE .TextureLoader ();
loader.load (
'texture.jpg' ,
texture => { material.map = texture; material.needsUpdate = true ; },
undefined ,
=> . ( , err),
);
( ) {
( {
loader. (url, resolve, , reject);
});
}
texture = ( );
err
console
error
'Load error:'
async
function
loadTexture
url
return
new
Promise
(resolve, reject ) =>
load
undefined
const
await
loadTexture
'texture.jpg'
Loading Multiple Textures import { LoadingManager } from 'three' ;
const manager = new LoadingManager (
() => console .log ('All textures loaded' ),
(url, n, total ) => console .log (`${n} /${total} — ${url} ` ),
url => console .error (`Error: ${url} ` ),
);
const loader = new THREE .TextureLoader (manager);
const [diffuse, normal, roughness] = await Promise .all ([
loadTexture ('diffuse.jpg' ),
loadTexture ('normal.jpg' ),
loadTexture ('roughness.jpg' ),
]);
Colour Space Critical: colour textures must be tagged SRGBColorSpace; data textures must be LinearSRGBColorSpace.
texture.colorSpace = THREE .SRGBColorSpace ;
normalMap.colorSpace = THREE .LinearSRGBColorSpace ;
roughnessMap.colorSpace = THREE .LinearSRGBColorSpace ;
metalnessMap.colorSpace = THREE .LinearSRGBColorSpace ;
aoMap.colorSpace = THREE .LinearSRGBColorSpace ;
displacementMap.colorSpace = THREE .LinearSRGBColorSpace ;
renderer.outputColorSpace = THREE .SRGBColorSpace ;
Incorrect colour space causes washed-out or overly-dark materials.
Wrapping Modes texture.wrapS = THREE .RepeatWrapping ;
texture.wrapT = THREE .RepeatWrapping ;
texture.wrapS = THREE .ClampToEdgeWrapping ;
texture.wrapS = THREE .RepeatWrapping ;
texture.wrapS = THREE .MirroredRepeatWrapping ;
texture.repeat .set (4 , 4 );
texture.offset .set (0.5 , 0 );
texture.center .set (0.5 , 0.5 );
texture.rotation = Math .PI / 4 ;
Filtering and Mipmaps
texture.minFilter = THREE .LinearMipmapLinearFilter ;
texture.minFilter = THREE .NearestFilter ;
texture.minFilter = THREE .LinearFilter ;
texture.magFilter = THREE .LinearFilter ;
texture.magFilter = THREE .NearestFilter ;
const maxAniso = renderer.capabilities .getMaxAnisotropy ();
texture.anisotropy = maxAniso;
texture.generateMipmaps = false ;
texture.minFilter = THREE .LinearFilter ;
UV Mapping
Accessing UV Channels
geometry.setAttribute ('uv' , new THREE .BufferAttribute (uvArray, 2 ));
geometry.setAttribute ('uv2' , new THREE .BufferAttribute (uv2Array, 2 ));
const geo = new THREE .BoxGeometry (1 , 1 , 1 );
console .log (geo.attributes .uv );
UV Transform on Material
material.map .repeat .set (2 , 2 );
material.map .offset .set (0 , 0 );
material.aoMap .channel = 1 ;
PBR Texture Set (MeshStandardMaterial) const material = new THREE .MeshStandardMaterial ({
map : albedoTexture,
normalMap : normalTexture,
normalScale : new THREE .Vector2 (1 , 1 ),
roughnessMap : roughnessTexture,
roughness : 1.0 ,
metalnessMap : metalnessTexture,
metalness : 1.0 ,
aoMap : aoTexture,
aoMapIntensity : 1.0 ,
emissiveMap : emissiveTexture,
emissive : new THREE .Color (0xffffff ),
emissiveIntensity : 1.0 ,
displacementMap : heightTexture,
displacementScale : 0.1 ,
displacementBias : 0 ,
envMap : envMapTexture,
envMapIntensity : 1.0 ,
});
Packed ORM Texture (Optimised) Pack Occlusion (R), Roughness (G), Metalness (B) into one texture to save memory and sampling cost.
const ormTexture = loader.load ('orm.png' );
ormTexture.colorSpace = THREE .LinearSRGBColorSpace ;
const material = new THREE .MeshStandardMaterial ({
aoMap : ormTexture,
roughnessMap : ormTexture,
metalnessMap : ormTexture,
});
Video Texture Stream video frames as a texture. Update must be called in the render loop.
const video = document .createElement ('video' );
video.src = 'video.mp4' ;
video.loop = true ;
video.muted = true ;
video.play ();
const videoTexture = new THREE .VideoTexture (video);
videoTexture.colorSpace = THREE .SRGBColorSpace ;
const material = new THREE .MeshBasicMaterial ({ map : videoTexture });
function animate ( ) {
requestAnimationFrame (animate);
renderer.render (scene, camera);
}
Canvas Texture Use a <canvas> element as a texture — useful for dynamic text, HUD elements.
const canvas = document .createElement ('canvas' );
canvas.width = 512 ;
canvas.height = 256 ;
const ctx = canvas.getContext ('2d' );
ctx.fillStyle = '#000000' ;
ctx.fillRect (0 , 0 , canvas.width , canvas.height );
ctx.fillStyle = '#ffffff' ;
ctx.font = '48px Arial' ;
ctx.fillText ('Hello Three.js' , 50 , 150 );
const canvasTexture = new THREE .CanvasTexture (canvas);
function updateLabel (text ) {
ctx.clearRect (0 , 0 , canvas.width , canvas.height );
ctx.fillText (text, 50 , 150 );
canvasTexture.needsUpdate = true ;
}
DataTexture — Procedural Textures Create textures entirely in JavaScript without image assets.
const width = 256 ;
const height = 256 ;
const data = new Uint8Array (width * height * 4 );
for (let y = 0 ; y < height; y++) {
for (let x = 0 ; x < width; x++) {
const i = (y * width + x) * 4 ;
const value = Math .floor (Math .random () * 255 );
data[i] = value;
data[i + 1 ] = value;
data[i + 2 ] = value;
data[i + 3 ] = 255 ;
}
}
const dataTexture = new THREE .DataTexture (data, width, height, THREE .RGBAFormat );
dataTexture.needsUpdate = true ;
dataTexture.colorSpace = THREE .SRGBColorSpace ;
Checkerboard Pattern function createCheckerTexture (size = 128 , squareSize = 16 ) {
const data = new Uint8Array (size * size * 4 );
for (let y = 0 ; y < size; y++) {
for (let x = 0 ; x < size; x++) {
const i = (y * size + x) * 4 ;
const isWhite = (Math .floor (x / squareSize) + Math .floor (y / squareSize)) % 2 === 0 ;
const v = isWhite ? 255 : 50 ;
data[i] = data[i + 1 ] = data[i + 2 ] = v;
data[i + 3 ] = 255 ;
}
}
const tex = new THREE .DataTexture (data, size, size, THREE .RGBAFormat );
tex.needsUpdate = true ;
return tex;
}
KTX2 Compressed Textures GPU-compressed textures reduce VRAM and upload time. Requires a transcoder.
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js' ;
const ktx2Loader = new KTX2Loader ();
ktx2Loader.setTranscoderPath ('/libs/basis/' );
ktx2Loader.detectSupport (renderer);
ktx2Loader.load ('texture.ktx2' , texture => {
texture.colorSpace = THREE .SRGBColorSpace ;
material.map = texture;
material.needsUpdate = true ;
});
Prefer KTX2 for production — reduces VRAM by 4–8× vs PNG/JPG.
Texture Atlas Pack multiple textures into one to reduce draw calls.
const atlasTexture = loader.load ('atlas.png' );
atlasTexture.colorSpace = THREE .SRGBColorSpace ;
function setAtlasRegion (mesh, col, row, gridSize = 2 ) {
const uvScale = 1 / gridSize;
mesh.material .map .repeat .set (uvScale, uvScale);
mesh.material .map .offset .set (col * uvScale, row * uvScale);
}
setAtlasRegion (tree, 0 , 0 );
setAtlasRegion (rock, 1 , 0 );
setAtlasRegion (bush, 0 , 1 );
Memory Management
texture.dispose ();
function disposeMaterial (material ) {
const textureSlots = [
'map' , 'normalMap' , 'roughnessMap' , 'metalnessMap' ,
'aoMap' , 'emissiveMap' , 'displacementMap' , 'envMap' ,
'alphaMap' , 'lightMap' ,
];
textureSlots.forEach (slot => {
if (material[slot]) material[slot].dispose ();
});
material.dispose ();
}
console .log ('Textures in memory:' , renderer.info .memory .textures );
Performance Tips
Always set colorSpace — missing this causes incorrect colour rendering
Use KTX2/Basis compressed textures in production — 4–8× VRAM saving
Power-of-2 dimensions — non-POT textures cannot generate mipmaps and repeat poorly
Disable generateMipmaps for UI/video/canvas textures — they don't need it
Share textures between materials — same texture object = single GPU upload
Atlas small textures — fewer texture binds = fewer draw calls
Set anisotropy to renderer.capabilities.getMaxAnisotropy() for floor/terrain
const sharedTex = loader.load ('shared.jpg' );
const mat1 = new THREE .MeshStandardMaterial ({ map : sharedTex });
const mat2 = new THREE .MeshStandardMaterial ({ map : sharedTex });
See Also
threejs-materials — material types that use texture slots
threejs-lighting — HDR environment map loading
threejs-loaders — GLTFLoader, RGBELoader, KTX2Loader
three-js-best-practices — texture compression and VRAM budget