r3f-textures
Configure textures in React Three Fiber, including color spaces, UV channels, sampling, video, and render targets. Use for texture appearance or memory issues; use loader guidance for model-loading workflows.
By enzed · 1,244 installs
npx skills add enzed/r3f-skills --skill r3f-textures
Source repository · Upstream listing
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.
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 / useLoader cache 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 = 0 selects uv , 1 selects uv1 , then uv2 and uv3 . Choose the actual geometry attribute; AO/light maps no longer universally require copying uv into uv2 .
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 useVideoTexture when 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](references/render targets.md). 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.
Sources
[Color management](https://threejs.org/manual/en/color management.html), [Texture](https://threejs.org/docs/ Texture).
[Drei useTexture](https://drei.docs.pmnd.rs/loaders/texture use texture), [useVideoTexture](https://drei.docs.pmnd.rs/loaders/video texture use video texture).
[Fiber 9 texture changes](https://github.com/pmndrs/react three fiber/blob/v9.7.0/docs/tutorials/v9 migration guide.mdx).