| name | threejs-geometry |
| description | Build and optimize Three.js geometry with built-in primitives, BufferGeometry, BufferAttributes, indexed meshes, custom vertex data, lines and points, and instanced rendering. Use when creating meshes, editing vertices or UVs, generating shapes, reducing draw calls, or diagnosing geometry memory and culling behavior. Triggers on: Three.js geometry, BufferGeometry, BufferAttribute, vertices, indices, custom mesh, InstancedMesh, instancing, draw calls, line geometry, points, mesh optimization.
|
| allowed-tools | Bash Read Write Edit Glob Grep |
| license | MIT |
| metadata | {"tags":"three.js, geometry, buffergeometry, bufferattribute, instancing, meshes, webgl","version":"1.0","source":"https://github.com/CloudAI-X/threejs-skills/tree/main/skills/threejs-geometry"} |
Three.js Geometry
Use this skill for mesh shape and vertex-data work. Route surface appearance to
threejs-materials, image/UV asset handling to threejs-textures, and whole-scene setup
to threejs-fundamentals.
When to use this skill
- Choose a built-in primitive,
BufferGeometry, ShapeGeometry, or text geometry
- Generate positions, normals, colors, UVs, and indices for a custom mesh
- Update dynamic attributes safely or fix broken normals, winding, and culling
- Replace repeated identical meshes with
InstancedMesh after measuring draw-call cost
Instructions
Step 1: Select the simplest geometry representation
- Start with a built-in geometry when its topology matches the feature.
- Use
BufferGeometry for generated or imported vertex data; legacy Geometry is not a
current Three.js path.
- Choose indexed geometry when vertices are genuinely shared. Do not index seams that
require different normals, UVs, or vertex colors.
- Treat one mesh's geometry as immutable shared data unless the feature explicitly owns
it; clone before per-instance mutation.
Step 2: Build valid attribute buffers
const geometry = new THREE.BufferGeometry();
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute([
-1, -1, 0,
1, -1, 0,
0, 1, 0,
], 3),
);
geometry.setIndex([0, 1, 2]);
geometry.computeVertexNormals();
geometry.computeBoundingSphere();
const mesh = new THREE.Mesh(geometry, material);
Attribute item sizes must match their semantic: positions/normals are 3, UVs are 2, and
colors are usually 3. Set attribute.needsUpdate = true after modifying a GPU-uploaded
attribute. Recompute bounds whenever dynamic positions can move beyond prior bounds.
Step 3: Apply performance tools only for measured bottlenecks
| Situation | Preferred approach |
|---|
| Many copies of one geometry/material | InstancedMesh |
| Per-instance color or transform | Instance attributes/matrices |
| Large static terrain or model | Indexed BufferGeometry, sensible culling |
| Thousands of tiny particles | Points with one geometry/material |
| Debug edges or a technical wireframe | EdgesGeometry / WireframeGeometry |
| Different topology or material | Separate mesh; do not force instancing |
const instances = new THREE.InstancedMesh(geometry, material, count);
const matrix = new THREE.Matrix4();
for (let i = 0; i < count; i += 1) {
matrix.makeTranslation(i * 2, 0, 0);
instances.setMatrixAt(i, matrix);
}
instances.instanceMatrix.needsUpdate = true;
Step 4: Manage ownership and teardown
Call geometry.dispose() when a feature-owned geometry has no consumers. Dispose
replacements after swapping them out; do not dispose a cached/shared geometry from an
asset loader until its last user is gone.
Step 5: Verify shape and budget
- Inspect normals, UV seams, face winding, and bounding volumes with helpers/debug views.
- Check a representative low- and high-density input for holes, NaNs, or backface loss.
- Measure draw calls and GPU/CPU frame time before and after instancing.
- Test dynamic geometry updates through the feature's normal lifecycle and teardown.
Examples
Build a disposable procedural grid
Generate attributes from stable input values, validate array lengths before upload, then
store the geometry owner beside its cleanup function. Recreating a large geometry every
frame is almost always a bug; mutate a dynamic attribute only when measurements justify it.
Center a loaded or generated mesh
Use geometry.computeBoundingBox() and derive an offset from its center, then update
bounds. Avoid guessing center from a single vertex or applying a mesh transform when the
asset's local origin is semantically important.
Best practices
- Keep coordinate-system and units conventions consistent with the scene.
- Use typed arrays; do not build hot vertex buffers from object arrays per frame.
- Recompute normals only when topology/positions require it, not on every render.
- Update bounds after dynamic position changes so frustum culling stays correct.
- Treat instancing as a draw-call optimization, not a cure for expensive shaders or
over-detailed geometry.
References