사용 방법
- 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
- 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
- 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/enzed/r3f-skills --skill r3f-textures시작 전 확인
- 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
- 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.
React Three Fiber textures
Inspect installed Three.js, Fiber, Drei, and renderer versions first. Examples target Fiber 9 / React 19 and Three.js r185 with WebGL. Preserve correctly configured assets rather than resetting every texture.
Color versus data
| Texture content | Color-space annotation |
|---|---|
| PNG/JPEG base color or emissive color | SRGBColorSpace |
| Roughness, metalness, normal, AO, alpha/masks | NoColorSpace |
| Linear HDR/EXR lighting data | Preserve loader-provided linear metadata |
NoColorSpace is not another name for LinearSRGBColorSpace: scalar/vector data has no color space. Do not blanket-convert every map to sRGB.
Load a color map
Mount under Suspense inside Canvas. The file path is an application asset, not a file provided by this skill.
import { useTexture } from '@react-three/drei'
import { SRGBColorSpace } from 'three'
export default function Example() {
const map = useTexture('/textures/checker.png', (texture) => {
// This URL is consistently used as a color texture by all consumers.
texture.colorSpace = SRGBColorSpace
texture.needsUpdate = true
})
return (
<mesh>
<planeGeometry args={[3, 3]} />
<meshStandardMaterial map={map} roughness={1} />
</mesh>
)
}Fiber handles common built-in color map props, and glTF loaders set texture metadata. Explicit annotation is especially important for custom shader uniforms or manually created textures.
Cache and ownership
useTexture/useLoadercache by loader and URL inputs. The same source can return the same Texture object. Repeat, offset, wrapping, filters, and colorSpace changes can affect every consumer.- Clone the Texture object before per-instance configuration. Reuse the underlying image where possible; separately dispose only the clone you own. Do not dispose the cached source from an individual consumer.
- Do not clear a loader cache during render. Cache eviction and GPU disposal are separate operations and require knowing that no active consumer still needs the resource.
- Avoid replacing the uniform/texture object every frame; update offsets or owned values directly. On a demand loop, invalidate after imperative changes.
UVs and sampling
texture.channel = 0selectsuv, 1 selectsuv1, thenuv2anduv3. Choose the actual geometry attribute; AO/light maps no longer universally require copyinguvintouv2.- Repeat outside [0, 1] requires RepeatWrapping or MirroredRepeatWrapping. Offset/repeat/rotation are texture transforms; atlas animations generally do not need React state per frame.
- Wrapping, color-space, and upload configuration changes may need
texture.needsUpdate. Offset/repeat changes use the texture matrix and do not normally require re-uploading image data. - For pixel art, use nearest filtering deliberately. For minified surfaces, mipmaps reduce shimmer; cap anisotropy to the renderer's supported maximum and the scene's needs.
- Power-of-two dimensions are not a universal WebGL2 requirement. Size textures for screen coverage, memory, compression-format constraints, and quality rather than an obsolete blanket rule.
- Download size is not GPU memory size. Consider KTX2/Basis where supported; configure renderer capability detection and host decoder/transcoder assets deliberately.
- For a replacement glTF color map, match the model's UV/orientation conventions; a manually loaded texture commonly needs
flipY=false. Do not flip already configured glTF maps again.
Specialized textures
- Prefer
useVideoTexturewhen its lifecycle fits. Check autoplay/muting, CORS, user gestures, and source cleanup; changing video resolution may require a new texture. Do not promise autoplay succeeds on every browser. - Canvas/DataTexture content changes need
needsUpdate; data textures should keep data color-space semantics. Creating a texture in a frame loop leaks work/resources unless deliberately managed. - For render targets, read offscreen rendering. Never sample from a texture while rendering into that same target.
- Keep environment maps on a lighting path (
Environment/useEnvironment) rather than assigning a regular 2D image without a suitable mapping/PMREM workflow.
Verify
Test a known color swatch, data maps under changing lights, texture orientation, repeated mounts, and two consumers with different UV transforms. Inspect GPU texture counts; they are counts, not byte-accurate memory measurements.



