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threejs-renderers

Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.

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full-stack-skills/threejs-skills
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15. September 2026 um 10:24
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SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
threejs-renderers
license
Apache-2.0
description
Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
## When to use this skill **ALWAYS use this skill when the user mentions:** - `WebGLRenderer` or `WebGPURenderer` creation, `setSize`, `setPixelRatio`, `setAnimationLoop` - Color management: `outputColorSpace`, `toneMapping`, exposure-like behavior via renderer properties - `WebGLRenderTarget`, `WebGLCubeRenderTarget`, MRT, readback, or render-to-texture setup at renderer level - `Info` (`render`, `triangles`, `calls`) for profiling; `CanvasTarget` / storage textures when working from docs index **IMPORTANT: this skill vs neighbors** | Topic | Use skill | |-------|-----------| | Fullscreen passes, bloom, SSAO, composer chain | **threejs-postprocessing** | | VR/AR session, `XRButton`, hand models | **threejs-webxr** | | Node-based frame graph / TSL post stack | **threejs-node-tsl** + renderer enablement | | Loading assets | **threejs-loaders** | **Trigger phrases include:** - "WebGLRenderer", "WebGPURenderer", "setPixelRatio", "toneMapping", "WebGLRenderTarget" - "渲染器", "像素比", "色调映射", "离屏渲染" ## How to use this skill 1. **Choose API**: `WebGLRenderer` for widest compatibility; `WebGPURenderer` when targeting WebGPU and node/TSL stack per project rules. 2. **Size**: match drawing buffer to canvas CSS size × `devicePixelRatio` with a sane cap (performance). 3. **Color**: set `outputColorSpace` / `toneMapping` consistently with textures and materials (cross-link threejs-textures, threejs-materials). 4. **Loop**: prefer `setAnimationLoop` for WebXR-friendly loops; otherwise `requestAnimationFrame`. 5. **Render targets**: pick `WebGLRenderTarget` vs cube/3D/array variants per environment/reflection needs; document dispose when recreating. 6. **Overlay UI**: import `CSS2DRenderer` / `CSS3DRenderer` from addons; sync size with main renderer. 7. **Profiling**: read `renderer.info` in dev builds only; explain cost of high pixel ratio and overdraw. 8. **WebXR hook**: enable XR on renderer but delegate session to **threejs-webxr**. See [examples/workflow-renderer-resize.md](examples/workflow-renderer-resize.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Core Renderers | https://threejs.org/docs/WebGLRenderer.html | | WebGPU | https://threejs.org/docs/WebGPURenderer.html | | Render targets | https://threejs.org/docs/WebGLRenderTarget.html | | Core PostProcessing (class) | https://threejs.org/docs/PostProcessing.html | | Addons renderers | https://threejs.org/docs/CSS2DRenderer.html | More class links: [references/official-sections.md](references/official-sections.md). ## Scope - **In scope:** Renderer construction, sizing, color/tone, targets, Info, addon CSS/SVG renderers, high-level XR enable only. - **Out of scope:** Individual composer passes (threejs-postprocessing); XR input (threejs-webxr); file IO (threejs-loaders). ## Common pitfalls and best practices - Uncapped DPR burns fill rate; cap `setPixelRatio(Math.min(devicePixelRatio, 2))` on dense scenes. - Mixing sRGB textures with wrong `outputColorSpace` causes washed or crushed blacks. - Forgetting `dispose()` on render targets and full-screen quads leaks GPU memory on hot reload. - `WebGPURenderer` feature set moves quickly—always cite current docs version note in answers. ## Documentation and version `WebGLRenderer`, `WebGPURenderer`, and color-management defaults evolve across releases. Use the [Renderers](https://threejs.org/docs/#Renderers) section of [three.js docs](https://threejs.org/docs/) for the user’s three.js line; WebGPU and node stacks may require newer minors—link class pages rather than memorizing constructor defaults. ## Agent response checklist When answering under this skill, prefer responses that: 1. Link official renderer or render-target pages (`WebGLRenderer`, `WebGLRenderTarget`, etc.). 2. Relate `outputColorSpace` / `toneMapping` to **threejs-textures** and **threejs-materials** when color looks wrong. 3. Point XR session details to **threejs-webxr** after `renderer.xr.enabled` is mentioned. 4. Mention `dispose()` for render targets and render lists on teardown or hot reload. 5. Cite **Addons → Renderers** (`CSS2DRenderer`, …) when overlays are in scope. ## References - https://threejs.org/docs/WebGLRenderer.html - https://threejs.org/docs/WebGPURenderer.html - https://threejs.org/docs/#Renderers - https://threejs.org/docs/Info.html ## Keywords **English:** webglrenderer, webgpurenderer, rendertarget, pixelratio, tonemapping, outputcolorspace, css2d, css3d, three.js **中文:** WebGLRenderer、WebGPU、渲染目标、像素比、色调映射、输出色彩空间、渲染器、three.js
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