Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/impertio-studio/three.js-claude-skill-package/threejs-errors-performancenpx skills add Impertio-Studio/Three.js-Claude-Skill-Package --skill threejs-errors-performancegit clone --depth 1 https://github.com/Impertio-Studio/Three.js-Claude-Skill-PackageWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-performance)<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-performance"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-performance.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00127 | $0.03342 |
| Opus 5 | $0.00063 | $0.01671 |
| Sonnet 5 | $0.00025 | $0.00668 |
| Haiku 4.5 | $0.00013 | $0.00334 |
Grade A, and why
threejs-errors-performance scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 405 lines — stays where its author put it; the contents beside it link to each section on GitHub.
threejs-errors-performance
Performance Diagnosis Flowchart
Scene is slow / low FPS
│
├─ Check renderer.info.render.calls
│ ├─ > 200 draw calls ──────────────── Go to: Draw Call Optimization
│ └─ < 200 draw calls
│
├─ Check renderer.info.memory
│ ├─ geometries/textures growing ──── Go to: Memory Leak Diagnosis
│ └─ stable counts
│
├─ Check renderer.info.render.triangles
│ ├─ > 2M triangles ────────────────── Go to: Geometry Optimization (LOD, merge)
│ └─ < 2M triangles
│
├─ Check GPU load (DevTools Performance tab)
│ ├─ GPU-bound (long GPU tasks) ───── Go to: Shader / Material Optimization
│ └─ CPU-bound (long JS tasks) ────── Go to: CPU Optimization
│
└─ Check Stats.js memory panel
├─ JS heap growing ─────────────── Go to: JavaScript Object Leaks
└─ Heap stable ──────────────────── Profile specific bottleneck
Quick Reference
renderer.info: Your First Diagnostic Tool
import * as THREE from 'three';
// ALWAYS check renderer.info when diagnosing performance
console.log(renderer.info.render);
// { calls: number, triangles: number, points: number, lines: number, frame: number }
console.log(renderer.info.memory);
// { geometries: number, textures: number }
console.log(renderer.info.programs);
// Array of compiled shader programs (length = unique material combinations)
Rule: If renderer.info.memory.geometries or renderer.info.memory.textures grows continuously over time, you have a memory leak. ALWAYS monitor these values during development.
Stats.js: FPS and Memory Monitoring
import Stats from 'three/addons/libs/stats.module.js';
const stats = new Stats();
stats.showPanel(0); // 0 = FPS, 1 = MS per frame, 2 = MB heap
document.body.appendChild(stats.dom);
function animate() {
stats.begin();
renderer.render(scene, camera);
stats.end();
requestAnimationFrame(animate);
}
Performance Budgets
| Metric | Target (60 FPS) | Warning | Critical |
|---|---|---|---|
| Draw calls | < 100 | 100-500 | > 500 |
| Triangles | < 1M | 1M-3M | > 3M |
| Textures (GPU) | < 50 | 50-200 | > 200 |
| Shader programs | < 20 | 20-50 | > 50 |
| Frame time | < 16.6ms | 16.6-33ms | > 33ms |
What ships with it
4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 5d ago First seen · 405 lines · 127 tokens per session scan A 5a754c534a77
threejs-errors-performance is a skill published in the GitHub repository Impertio-Studio/Three.js-Claude-Skill-Package (11 stars, last pushed 1mo ago), licensed MIT. It adds 127 tokens to every session and 3,342 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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