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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.

65

Quality

79%

Does it follow best practices?

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SecuritybySnyk

Passed

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tessl review fix ./.agents/skills/threejs-textures/SKILL.md

The canonical home for this skill is threejs-textures in CloudAI-X/threejs-skills

SKILL.md
Quality
Evals
Security

Quality

Content

80%Weight 40%Scale 1-5

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

A strong, lean, code-heavy reference that is highly actionable and token-efficient. Its weaknesses are the lack of explicit multi-step workflows with validation checkpoints for fragile operations and a monolithic structure with no progressive disclosure to bundle files.

Suggestions

Split exhaustive reference material (procedural/compressed textures, full PBR map set, TexturePool class) into files under references/ and link to them from SKILL.md to enable progressive disclosure and shrink the monolithic body.

Add an explicit numbered workflow for the common texture pipeline (load → set colorSpace/wrapping/filtering → apply to material → dispose) with a validation checkpoint such as confirming the texture loaded or checking renderer.info.memory.textures.

For fragile env-map generation (Equirectangular→Cubemap, CubeCamera), add sequenced steps with error-recovery notes (handle load failure, dispose PMREMGenerator/CubeCamera) to close the workflow-clarity validation gap.

DimensionReasoningScore

Conciseness

The body is lean and code-first throughout, assuming Claude's knowledge of three.js and textures with terse one-line prose intros (e.g., "Render to texture for effects.", "Dynamic environment maps for reflections.") and no padded concept explanations.

5 / 5

Actionability

Nearly every section is copy-paste-ready executable code covering the common cases (loading, color space, wrapping, PBR maps, env maps, dispose), matching the fully-executable top anchor.

5 / 5

Workflow Clarity

Sequences are only implicit in code (load → configure → apply → dispose) and there is no explicit numbered workflow or validation checkpoint; for the fragile env-map generation and CubeCamera flows, error-recovery feedback loops are absent.

3 / 5

Progressive Disclosure

Section headers are well-organized, but the entire 620-line reference is inlined in one monolithic SKILL.md with no bundle files and no one-level-deep references; content such as procedural/compressed textures and the TexturePool class could live in separate reference files.

3 / 5

Total

16

/

20

Passed

Description

78%Weight 40%Scale 1-5

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

A well-constructed description that clearly states both capability and trigger conditions with natural keywords. Its main weakness is framing capabilities as topics rather than concrete actions and minor overlap with sibling loader/material skills.

DimensionReasoningScore

Specificity

The description names the domain and several concrete sub-areas ("texture types, UV mapping, environment maps, texture settings"), but these are topics rather than verb-framed actions like "load" or "configure", so it sits at the domain-plus-concrete-areas level rather than a comprehensive action list.

3 / 5

Completeness

It explicitly answers both what ("Three.js textures - texture types, UV mapping, environment maps, texture settings") and when ("Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization") with concrete trigger phrases, matching the top anchor.

5 / 5

Trigger Term Quality

The "Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization" clause gives good natural keyword coverage a user would actually say, though it omits file-extension synonyms like .hdr, .exr, or .ktx2 that would push it to a 5.

4 / 5

Distinctiveness Conflict Risk

The texture niche is mostly distinct, but the "See Also" siblings (threejs-loaders, threejs-materials) and the broad trigger "working with images" create minor overlap risk with closely related skills, keeping it just below a 5.

4 / 5

Total

16

/

20

Passed

Validation

93%

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

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

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

Warning

Total

15

/

16

Passed

Repository
calesthio/OpenMontage
Reviewed

Table of Contents

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