
r3f-textures
PopularConfigure 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.
Related Skills
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.
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.
import { useTexture } from '@react-three/drei'
import { SRGBColorSpace } from 'three'
export default function Example() {
const map = useTexture('/textures/checker.png', (texture) => {
// This URL is consistently used as a color texture by all consumers.
texture.colorSpace = SRGBColorSpace
texture.needsUpdate = true
})
return (
<mesh>
<planeGeometry args={[3, 3]} />
<meshStandardMaterial map={map} roughness={1} />
</mesh>
)
}
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/useLoadercache 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 = 0selectsuv, 1 selectsuv1, thenuv2anduv3. Choose the actual geometry attribute; AO/light maps no longer universally require copyinguvintouv2.- 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
useVideoTexturewhen 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. 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.





