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 skills add Impertio-Studio/Three.js-Claude-Skill-Package --skill threejs-errors-renderinggit 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-rendering)<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-rendering"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-rendering/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-rendering"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-errors-rendering.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00104 | $0.03045 |
| Opus 5.5 | $0.00042 | $0.01218 |
| Sonnet 5.5 | $0.00021 | $0.00609 |
| Haiku 4.5 | $0.00010 | $0.00304 |
Grade A, and why
threejs-errors-rendering 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 1mo 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 — 409 lines — stays where its author put it; the contents beside it link to each section on GitHub.
threejs-errors-rendering
Debugging Workflow Checklist
When a Three.js scene does not render correctly, ALWAYS follow this sequence:
- Open the browser console -- check for WebGL errors or Three.js warnings
- Verify the renderer has a non-zero size (
renderer.getSize(new THREE.Vector2())) - Confirm the canvas is in the DOM and visible (not
display: none) - Check that
renderer.render(scene, camera)is called (in a loop or at least once) - Verify the camera is looking at the scene (position, target, near/far)
- Confirm at least one light exists for lit materials
- Check material
side,visible,opacity, andtransparentproperties - Verify object
visible,layers, andfrustumCulledproperties - Inspect color space settings on renderer and textures
Symptom 1: Black Screen (Nothing Visible)
Cause A: Renderer has zero size
The canvas has 0x0 dimensions. This happens when setSize() is called before the container is in the DOM or when the container has no CSS dimensions.
Fix:
// ALWAYS ensure the container is in the DOM and has dimensions before setSize
document.body.appendChild(renderer.domElement);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
Cause B: Camera is inside the object or facing away
The camera is at (0, 0, 0) and the object is also at (0, 0, 0), so the camera is inside the mesh. Or the camera is pointing in the wrong direction.
Fix:
camera.position.set(0, 2, 5); // ALWAYS move camera away from origin
camera.lookAt(0, 0, 0);
Cause C: Near/far clipping planes exclude the object
Objects closer than near or farther than far are clipped. Default PerspectiveCamera near is 0.1, far is 2000.
Fix:
const camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 1000);
// NEVER set near to 0 -- causes z-fighting and depth buffer issues
// ALWAYS keep far/near ratio below 100000 for stable depth precision
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.
- 1mo ago First seen · 409 lines · 104 tokens per session scan A 30eeb2b20f3f
threejs-errors-rendering is a skill published in the GitHub repository Impertio-Studio/Three.js-Claude-Skill-Package (23 stars, last pushed 3mo ago), licensed MIT. It adds 104 tokens to every session and 3,045 once invoked, about $0.0004 per session on Opus 5.5. 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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