Agent skill

3D Retina Resolution

by MengTo in 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…

MITAuto-check passedGame Development

Install 3D Retina Resolution

skills CLI
$ npx skills add MengTo/Skills --skill 3d-retina-resolution -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install MengTo/Skills 3d-retina-resolution --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
3d-retina-resolution
GitHub stars
6.7k
Token cost
~1.6k tokens
SKILL.md length
713 words
Files
3
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Blurry WebGL output
  • SKILL.md covers Choose the scale deliberately, Synchronize the rendering…, Handle layout and display… and Budget and fallback, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • High-resolution previews

What it does

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.

When your agent uses it

  • Blurry WebGL output
  • High-resolution previews
  • Display-density changes

Example prompts

  • “/3d-retina-resolution”

What it can do on your machine

Read from SKILL.md and the folder at commit 83a47fe. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    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.

  • Network

    Links to these hosts (documentation or services it may open):

    • threejs.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~82
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 713 words, ~1,568 tokens.

Download SKILL.mdSave it as .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.
name
3d-retina-resolution
description
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.

3D Retina Resolution

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.

Choose the scale deliberately

  • Fixed 200%: effective pixel ratio is 2, independent of device pixel ratio. This is the default when the user explicitly requests 200%.
  • Automatic Retina, capped at 2×: effective ratio is 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%.
  • Relative to native resolution: multiply native DPR only when the user explicitly wants that meaning. Native 2× multiplied by another 2 becomes 4× per dimension, or sixteen times the CSS pixel count.

Keep an explicit quality selection distinct from automatic adaptation. Inspect the project's renderer and post-processing architecture before changing sizing.

Synchronize the rendering pipeline

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:

js
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.

Handle layout and display changes

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.

Show full SKILL.md (248 more words)Show less

Budget and fallback

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.

Verify

  • At fixed 200%, compare canvas CSS size with canvas.width/canvas.height and renderer.getDrawingBufferSize(); expect approximately 2× on each axis with integer rounding.
  • Confirm full-resolution composer buffers match and any reduced-size passes are intentional.
  • Resize wide ↔ narrow, hide/show the view, and test browser zoom or display changes in Auto mode.
  • Check thin edges and detailed materials at the same apparent size; pointer selection and UI alignment must remain correct.
  • Test on a DPR 1 display and a Retina display: Fixed 200% remains 2×; Auto follows its cap.

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

Files

SKILL.md and 2 other files in agent-skills/3d/3d-retina-resolution of MengTo/Skills.

  • SKILL.md
  • REFERENCES.md
  • agents/openai.yaml

Open the folder on GitHubat commit 83a47fe

Compare with similar skills

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.

3D Retina Resolution compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
3D Retina Resolution this skillMengTo/Skills6.7k—~1.6kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about 3D Retina Resolution

What does 3D Retina Resolution do?

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.

When should I use 3D Retina Resolution?

3D Retina Resolution fits situations like: blurry WebGL output; high-resolution previews; display-density changes.

How do I install 3D Retina Resolution in Claude Code?

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.

How do I install 3D Retina Resolution in Codex?

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.

Can I use 3D Retina Resolution in Cursor, Gemini CLI or GitHub Copilot?

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.

What does 3D Retina Resolution need to run?

SKILL.md names no scripts, command-line tools or credentials: 3D Retina Resolution is instructions for the agent only.

Does 3D Retina Resolution access the network?

SKILL.md names 1 domain. As links in the text: threejs.org. This is read from the text; nothing was executed.

Is 3D Retina Resolution safe to install?

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.

What licence does 3D Retina Resolution use?

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.

How many tokens does 3D Retina Resolution use?

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.

What are the alternatives to 3D Retina Resolution?

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.

Who maintains 3D Retina Resolution?

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.