Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Render a 3D canvas sharply on Retina and HiDPI displays, including explicit 200 percent resolution, synchronized renderer and post-processing sizes, correct pointer coordinates, and measured quality…
$ npx skills add MengTo/Skills --skill 3d-retina-resolution -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install MengTo/Skills 3d-retina-resolution --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/agent-skills/3d/3d-retina-resolution .claude/skills/3d-retina-resolution && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "3d-retina-resolution" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-retina-resolution into .claude/skills/3d-retina-resolution/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-retina-resolution", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-retina-resolutionType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add MengTo/Skills --skill 3d-retina-resolution -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install MengTo/Skills 3d-retina-resolution --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/agent-skills/3d/3d-retina-resolution .agents/skills/3d-retina-resolution && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "3d-retina-resolution" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-retina-resolution into .agents/skills/3d-retina-resolution/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-retina-resolution", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add MengTo/Skills --skill 3d-retina-resolution -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install MengTo/Skills 3d-retina-resolution --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/agent-skills/3d/3d-retina-resolution .cursor/skills/3d-retina-resolution && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "3d-retina-resolution" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-retina-resolution into .cursor/skills/3d-retina-resolution/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-retina-resolution", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/MengTo/Skills.git --path agent-skills/3d/3d-retina-resolution--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add MengTo/Skills --skill 3d-retina-resolution -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install MengTo/Skills 3d-retina-resolution --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/agent-skills/3d/3d-retina-resolution .gemini/skills/3d-retina-resolution && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "3d-retina-resolution" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-retina-resolution into .gemini/skills/3d-retina-resolution/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-retina-resolution", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install MengTo/Skills 3d-retina-resolutionInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add MengTo/Skills --skill 3d-retina-resolution -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/agent-skills/3d/3d-retina-resolution .github/skills/3d-retina-resolution && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "3d-retina-resolution" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-retina-resolution into .github/skills/3d-retina-resolution/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-retina-resolution", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add MengTo/Skills --skill 3d-retina-resolution -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install MengTo/Skills 3d-retina-resolution --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/agent-skills/3d/3d-retina-resolution .opencode/skills/3d-retina-resolution && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "3d-retina-resolution" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-retina-resolution into .opencode/skills/3d-retina-resolution/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-retina-resolution", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
3d-retina-resolutionRender a 3D canvas sharply on Retina and HiDPI displays, including explicit 200 percent resolution, synchronized renderer and post-processing sizes, correct pointer coordinates, and measured quality…
3D Retina Resolution is an agent skill from MengTo/Skills. Render a 3D canvas sharply on Retina and HiDPI displays, including explicit 200 percent resolution, synchronized renderer and post-processing sizes, correct pointer coordinates, and measured quality fallbacks. Use for blurry WebGL output, 2x rendering, high-resolution previews, and display-density changes.
Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files (for example `REFERENCES.md` and `agents/openai.yaml`).
It sits in Game Development, covering 3D graphics and WebGL. The repository describes itself as: Agent skills for designers and builders using Codex, Claude, Cursor, and other AI coding agents. The licence is MIT.
Read from SKILL.md and the folder at commit 83a47fe. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
threejs.orgFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
3D Retina Resolution loads about 1.6k tokens when it runs. Until then it costs about 82 tokens; SKILL.md has 713 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 713 words, ~1,568 tokens.
.claude/skills/3d-retina-resolution/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Treat an explicit 200% rendering request as two drawing-buffer pixels per CSS pixel in each dimension. A 1200 × 800 CSS canvas therefore uses a 2400 × 1600 drawing buffer, or four times the pixels of 100%. Layout and camera framing stay unchanged.
2, independent of device pixel ratio. This is the default when the user explicitly requests 200%.Math.min(window.devicePixelRatio || 1, 2). This can render at 1× on an ordinary display; label it Auto rather than claiming it always renders at 200%.Keep an explicit quality selection distinct from automatic adaptation. Inspect the project's renderer and post-processing architecture before changing sizing.
Use CSS to size the canvas and its container, then measure the container in CSS pixels. In Three.js WebGL, one consistent convention is logical sizes plus pixel ratio:
function resize3D(width, height, ratio = 2) {
if (!Number.isFinite(width) || !Number.isFinite(height) || width <= 0 || height <= 0) return;
if (!Number.isFinite(ratio) || ratio <= 0) throw new RangeError('Invalid render ratio');
renderer.setPixelRatio(ratio);
renderer.setSize(width, height, false); // CSS owns displayed dimensions
camera.aspect = width / height; // perspective camera
camera.updateProjectionMatrix();
if (composer) {
composer.setPixelRatio(ratio);
composer.setSize(width, height); // logical pixels; do not multiply again
}
const physicalWidth = renderer.domElement.width;
const physicalHeight = renderer.domElement.height;
resizeCustomTargets(physicalWidth, physicalHeight);
}The snippet assumes an existing renderer, perspective camera, optional composer (or null), and a resizeCustomTargets adapter supplied by the app. For an orthographic camera, update its bounds according to the existing framing policy instead of setting aspect.
The adapter updates only app-owned targets and uniforms; composer-managed passes already receive sizing through the composer. Set full-resolution depth/normal targets to physical dimensions. Size lower-resolution AO, bloom, or ray targets by their deliberate scale factors. Set sampling-resolution uniforms to the dimensions of the texture actually sampled, including reciprocal resolution where the shader expects it.
The renderer and composer each maintain their own pixel ratio. Updating only the canvas can leave a lower-resolution intermediate image stretched to a Retina output. Conversely, passing already doubled dimensions into a composer that also has DPR 2 allocates 4× dimensions. See the renderer and composer sizing APIs.
Observe the canvas container with ResizeObserver, coalesce notifications, and resize only when dimensions or effective ratio change. Skip zero-sized hidden views and retry when they become visible. Re-evaluate native DPR on browser zoom or display changes in Auto mode, including when CSS dimensions remain unchanged. Recreate a resolution media-query listener after each DPR change if using that approach.
Use canvas.getBoundingClientRect() for pointer normalization: (clientX - rect.left) / rect.width, and likewise for Y. Raycasting uses normalized coordinates derived from CSS space, not drawing-buffer pixels. Convert to physical pixels separately only for APIs such as a pixel readback.
Retina output does not automatically improve a blurry texture, coarse model, shadow map, or low-resolution reflection. Check those sources independently. Avoid CSS scaling or image-rendering: pixelated as a substitute for the correct drawing buffer. Higher resolution and antialiasing solve related but different artifacts.
Measure the scene at 1× and 2× with the same camera. Track frame time, target dimensions, allocation failures, and total passes. Check GPU limits before allocating exceptionally large targets, including maximum texture/renderbuffer dimensions and viewport limits.
Reduce optional post-effect resolution or samples before compromising a requested crisp main view. Auto mode may step down after sustained poor frame time and recover with hysteresis; do not resize every few frames. A fixed 200% selection should stay fixed unless a concrete hardware/allocation failure requires a visible fallback. Report the actual effective scale rather than displaying 200% while silently rendering lower.
Pause hidden views and render static scenes on demand. Under reduced motion, keep the sharp still image; reducing animation does not require reducing resolution. Dispose replaced render targets.
canvas.width/canvas.height and renderer.getDrawingBufferSize(); expect approximately 2× on each axis with integer rounding.Read REFERENCES.md for APIs and the reference project. Seijaku has several renderer quality caps and an adaptive main path; those values are context, not evidence that its main view already renders at fixed 200%.
© MengTo, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files in agent-skills/3d/3d-retina-resolution of MengTo/Skills.
Open the folder on GitHubat commit 83a47fe
3D Retina Resolution next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| 3D Retina Resolution this skillMengTo/Skills | 6.7k | — | ~1.6k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
MengTo/Skills
Draws hand-authored SVG spot illustrations in a bold pop-geometric style for design and coding scenes.
MengTo/Skills
Draws a slim, long-limbed character acting out one coding or design moment as an outline-free flat SVG card, in a fixed measured palette with confetti and no ground line.
MengTo/Skills
Draws flat vector spot illustrations of lanky people doing design and coding things, with solid black as a main fill, for empty states, onboarding and error pages.
MengTo/Skills
Draws cozy animal scenes as hand-authored 480x360 SVG cards in a grainy, risograph-like gouache style on hot pink, for empty states, headers and marketing cards.
MengTo/Skills
Draws hand-authored SVG spot illustrations in a halftone line style for design and coding scenes.
MengTo/Skills
Draws hand-inked cartoon critters and living objects as SVG cards (480x360), each acting out a coding or design idea.
Categories
Render a 3D canvas sharply on Retina and HiDPI displays, including explicit 200 percent resolution, synchronized renderer and post-processing sizes, correct pointer coordinates, and measured quality…. 3D Retina Resolution is an agent skill from MengTo/Skills. Render a 3D canvas sharply on Retina and HiDPI displays, including explicit 200 percent resolution, synchronized renderer and post-processing sizes, correct pointer coordinates, and measured quality fallbacks.
3D Retina Resolution fits situations like: blurry WebGL output; high-resolution previews; display-density changes.
Run `npx skills add MengTo/Skills --skill 3d-retina-resolution -a claude-code`. Or copy the skill folder (agent-skills/3d/3d-retina-resolution in MengTo/Skills) into .claude/skills/3d-retina-resolution in your project. Claude Code loads it when a task matches its description.
Run `npx skills add MengTo/Skills --skill 3d-retina-resolution -a codex`. Or copy the skill folder (agent-skills/3d/3d-retina-resolution in MengTo/Skills) into .agents/skills/3d-retina-resolution in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add MengTo/Skills --skill 3d-retina-resolution -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3d-retina-resolution, .gemini/skills/3d-retina-resolution, .github/skills/3d-retina-resolution and .opencode/skills/3d-retina-resolution in your project.
SKILL.md names no scripts, command-line tools or credentials: 3D Retina Resolution is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: threejs.org. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
3D Retina Resolution is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.6k tokens (SKILL.md is roughly 6.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with 3D Retina Resolution: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
MengTo (a GitHub user) maintains it in MengTo/Skills, which has 6,694 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 6, 2026.
Source: MengTo/Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.