threejs-renderers
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ChineseWhen to use this skill
何时使用此技能
ALWAYS use this skill when the user mentions:
- or
WebGLRenderercreation,WebGPURenderer,setSize,setPixelRatiosetAnimationLoop - Color management: ,
outputColorSpace, exposure-like behavior via renderer propertiestoneMapping - ,
WebGLRenderTarget, MRT, readback, or render-to-texture setup at renderer levelWebGLCubeRenderTarget - (
Info,render,triangles) for profiling;calls/ storage textures when working from docs indexCanvasTarget
IMPORTANT: this skill vs neighbors
| Topic | Use skill |
|---|---|
| Fullscreen passes, bloom, SSAO, composer chain | threejs-postprocessing |
VR/AR session, | 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"
当用户提及以下内容时,务必使用此技能:
- 或
WebGLRenderer的创建、WebGPURenderer、setSize、setPixelRatiosetAnimationLoop - 色彩管理:、
outputColorSpace、通过渲染器属性实现的类曝光行为toneMapping - 、
WebGLRenderTarget、MRT、回读,或渲染器层面的渲染到纹理设置WebGLCubeRenderTarget - 用于性能分析的(
Info、render、triangles);从文档索引入手时的calls/存储纹理CanvasTarget
重要提示:此技能与相邻技能的区分
| 主题 | 使用的技能 |
|---|---|
| 全屏通道、bloom、SSAO、合成器链 | threejs-postprocessing |
VR/AR 会话、 | threejs-webxr |
| 基于节点的帧图 / TSL 后处理栈 | threejs-node-tsl + 渲染器启用配置 |
| 资源加载 | threejs-loaders |
触发短语包括:
- "WebGLRenderer", "WebGPURenderer", "setPixelRatio", "toneMapping", "WebGLRenderTarget"
- "渲染器", "像素比", "色调映射", "离屏渲染"
How to use this skill
如何使用此技能
- Choose API: for widest compatibility;
WebGLRendererwhen targeting WebGPU and node/TSL stack per project rules.WebGPURenderer - Size: match drawing buffer to canvas CSS size × with a sane cap (performance).
devicePixelRatio - Color: set /
outputColorSpaceconsistently with textures and materials (cross-link threejs-textures, threejs-materials).toneMapping - Loop: prefer for WebXR-friendly loops; otherwise
setAnimationLoop.requestAnimationFrame - Render targets: pick vs cube/3D/array variants per environment/reflection needs; document dispose when recreating.
WebGLRenderTarget - Overlay UI: import /
CSS2DRendererfrom addons; sync size with main renderer.CSS3DRenderer - Profiling: read in dev builds only; explain cost of high pixel ratio and overdraw.
renderer.info - WebXR hook: enable XR on renderer but delegate session to threejs-webxr.
See examples/workflow-renderer-resize.md.
- 选择API:兼容性最广;若项目规则要求适配WebGPU且使用node/TSL技术栈,则选用
WebGLRenderer。WebGPURenderer - 尺寸设置:将绘制缓冲区与画布CSS尺寸 × 相匹配,并设置合理的上限(以保障性能)。
devicePixelRatio - 色彩设置:/
outputColorSpace的设置需与纹理和材质保持一致(可关联threejs-textures、threejs-materials相关内容)。toneMapping - 循环设置:若需适配WebXR,优先使用;否则使用
setAnimationLoop。requestAnimationFrame - 渲染目标:根据环境/反射需求选择或立方/3D/数组等变体;重新创建时需说明
WebGLRenderTarget的使用。dispose - 覆盖层UI:从addons中导入/
CSS2DRenderer;其尺寸需与主渲染器同步。CSS3DRenderer - 性能分析:仅在开发构建版本中读取;需说明高像素比和过度绘制的性能开销。
renderer.info - WebXR 接入:在渲染器上启用XR,但会话相关逻辑交由threejs-webxr处理。
参见 examples/workflow-renderer-resize.md。
Doc map (official)
文档导航(官方)
| 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.
更多类链接:references/official-sections.md。
Scope
适用范围
- 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).
- 适用范围: 仅包括渲染器构建、尺寸调整、色彩/色调、渲染目标、Info、附加组件CSS/SVG渲染器、高层级XR启用。
- 不适用范围: 单个合成器通道(threejs-postprocessing);XR输入(threejs-webxr);文件IO(threejs-loaders)。
Common pitfalls and best practices
常见陷阱与最佳实践
- Uncapped DPR burns fill rate; cap on dense scenes.
setPixelRatio(Math.min(devicePixelRatio, 2)) - Mixing sRGB textures with wrong causes washed or crushed blacks.
outputColorSpace - Forgetting on render targets and full-screen quads leaks GPU memory on hot reload.
dispose() - feature set moves quickly—always cite current docs version note in answers.
WebGPURenderer
- 未限制的DPR会消耗填充率;在复杂场景中应通过设置上限。
setPixelRatio(Math.min(devicePixelRatio, 2)) - sRGB纹理与错误的搭配会导致画面发灰或黑位死黑。
outputColorSpace - 渲染目标和全屏四边形未调用会导致热重载时GPU内存泄漏。
dispose() - 的功能集迭代很快——回答时务必引用当前文档的版本说明。
WebGPURenderer
Documentation and version
文档与版本
WebGLRendererWebGPURendererWebGLRendererWebGPURendererAgent response checklist
Agent 响应检查清单
When answering under this skill, prefer responses that:
- Link official renderer or render-target pages (,
WebGLRenderer, etc.).WebGLRenderTarget - Relate /
outputColorSpaceto threejs-textures and threejs-materials when color looks wrong.toneMapping - Point XR session details to threejs-webxr after is mentioned.
renderer.xr.enabled - Mention for render targets and render lists on teardown or hot reload.
dispose() - Cite Addons → Renderers (, …) when overlays are in scope.
CSS2DRenderer
在此技能下回答问题时,优先满足以下要求:
- 链接官方渲染器或渲染目标页面(、
WebGLRenderer等)。WebGLRenderTarget - 当色彩显示异常时,将/
outputColorSpace与threejs-textures和threejs-materials关联说明。toneMapping - 提及后,将XR会话的详细内容引导至threejs-webxr。
renderer.xr.enabled - 在涉及销毁或热重载场景时,提及渲染目标和渲染列表的方法。
dispose() - 当问题涉及覆盖层时,引用附加组件 → 渲染器(等)相关内容。
CSS2DRenderer
References
参考资料
Keywords
关键词
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
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