When to use this skill
ALWAYS use this skill when the user mentions:
WebGLRendererorWebGPURenderercreation,setSize,setPixelRatio,setAnimationLoop- Color management:
outputColorSpace,toneMapping, exposure-like behavior via renderer properties WebGLRenderTarget,WebGLCubeRenderTarget, MRT, readback, or render-to-texture setup at renderer levelInfo(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
- Choose API:
WebGLRendererfor widest compatibility;WebGPURendererwhen targeting WebGPU and node/TSL stack per project rules. - Size: match drawing buffer to canvas CSS size ×
devicePixelRatiowith a sane cap (performance). - Color: set
outputColorSpace/toneMappingconsistently with textures and materials (cross-link threejs-textures, threejs-materials). - Loop: prefer
setAnimationLoopfor WebXR-friendly loops; otherwiserequestAnimationFrame. - Render targets: pick
WebGLRenderTargetvs cube/3D/array variants per environment/reflection needs; document dispose when recreating. - Overlay UI: import
CSS2DRenderer/CSS3DRendererfrom addons; sync size with main renderer. - Profiling: read
renderer.infoin dev builds only; explain cost of high pixel ratio and overdraw. - WebXR hook: enable XR on renderer but delegate session to threejs-webxr.
See 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.
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
outputColorSpacecauses washed or crushed blacks. - Forgetting
dispose()on render targets and full-screen quads leaks GPU memory on hot reload. WebGPURendererfeature 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 section of three.js 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:
- Link official renderer or render-target pages (
WebGLRenderer,WebGLRenderTarget, etc.). - Relate
outputColorSpace/toneMappingto threejs-textures and threejs-materials when color looks wrong. - Point XR session details to threejs-webxr after
renderer.xr.enabledis mentioned. - Mention
dispose()for render targets and render lists on teardown or hot reload. - 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