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threejs-textures

Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.

64

Quality

77%

Does it follow best practices?

Impact

No eval scenarios have been run

SecuritybySnyk

Passed

No known issues

Optimize this skill with Tessl

npx tessl skill review --optimize ./skills/threejs-textures/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Discovery

89%

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

This is a solid skill description with strong trigger terms and clear completeness via the 'Use when' clause. Its main weakness is that the 'what' portion lists topic areas rather than concrete actions (e.g., 'apply', 'configure', 'load'), which reduces specificity. Overall it would perform well in skill selection among a large set of skills.

Suggestions

Replace topic-area nouns with concrete action phrases, e.g., 'Apply and configure textures on Three.js meshes, set up UV mapping, load cubemaps and HDR environment maps, optimize texture settings' to improve specificity.

DimensionReasoningScore

Specificity

The description names the domain (Three.js textures) and lists several relevant concepts (texture types, UV mapping, environment maps, texture settings), but these are more like topic areas than concrete actions. It doesn't specify actions like 'apply textures to meshes', 'configure UV unwrapping', or 'load HDR environment maps'.

2 / 3

Completeness

The description clearly answers both 'what' (Three.js textures - texture types, UV mapping, environment maps, texture settings) and 'when' (explicit 'Use when' clause with specific trigger scenarios like working with images, UV coordinates, cubemaps, HDR environments, or texture optimization).

3 / 3

Trigger Term Quality

Good coverage of natural terms users would say: 'textures', 'UV coordinates', 'cubemaps', 'HDR environments', 'texture optimization', 'UV mapping', 'environment maps', and 'images'. These are terms a Three.js developer would naturally use when seeking help.

3 / 3

Distinctiveness Conflict Risk

The description is clearly scoped to Three.js textures specifically, with distinct triggers like 'cubemaps', 'HDR environments', 'UV coordinates', and 'texture optimization' that are unlikely to conflict with other skills. The Three.js context further narrows the niche.

3 / 3

Total

11

/

12

Passed

Implementation

64%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

This is a comprehensive Three.js textures reference with excellent actionability — nearly every concept is backed by executable code. Its main weakness is length; at 400+ lines it tries to be an exhaustive reference in a single file, which hurts both conciseness and progressive disclosure. The workflow clarity is adequate for a reference skill but could benefit from explicit validation steps in multi-step processes like environment map setup.

Suggestions

Split advanced topics (Render Targets, CubeCamera, Texture Pooling, Procedural Textures) into separate reference files and link from the main SKILL.md to improve progressive disclosure and reduce token cost.

Add brief validation/verification guidance for multi-step processes — e.g., checking that textures loaded successfully before applying them, or verifying render target setup with renderer.info.

DimensionReasoningScore

Conciseness

The skill is mostly efficient with executable code examples and minimal prose, but it's quite long (~400+ lines) and includes some sections that could be trimmed or consolidated. Some comments are unnecessary (e.g., explaining what 'Data Texture' means), and the texture pooling class is verbose for a reference skill. However, it largely avoids explaining concepts Claude already knows.

2 / 3

Actionability

Nearly every section provides fully executable, copy-paste ready code examples with correct Three.js API usage. The code covers loading, configuration, different texture types, UV mapping, shaders, memory management, and performance optimization — all with concrete, runnable snippets.

3 / 3

Workflow Clarity

The skill is primarily a reference/cookbook rather than a multi-step workflow, so sequential processes are less critical. However, where multi-step processes exist (e.g., equirectangular to cubemap conversion, CubeCamera dynamic reflections), the steps are shown in code but lack explicit validation checkpoints or error handling guidance. The texture disposal section doesn't mention when/why to dispose or verification that disposal succeeded.

2 / 3

Progressive Disclosure

The content is well-organized with clear section headers and a 'See Also' section referencing related skills. However, the file is quite long and monolithic — sections like Texture Pooling, Procedural Textures, and Render Targets could reasonably be split into separate reference files. The 'See Also' references are good but the main file tries to cover too much inline.

2 / 3

Total

9

/

12

Passed

Validation

90%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation10 / 11 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

SKILL.md is long (629 lines); consider splitting into references/ and linking

Warning

Total

10

/

11

Passed

Repository
CloudAI-X/threejs-skills
Reviewed

Table of Contents

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