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 ratnesh-maurya/cursor-claude-personas --skill threejs-loadersgit clone --depth 1 https://github.com/ratnesh-maurya/cursor-claude-personasWrote 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/ratnesh-maurya/cursor-claude-personas/threejs-loaders)<a href="https://agentmods.dev/skills/ratnesh-maurya/cursor-claude-personas/threejs-loaders"><img src="https://agentmods.dev/badge/skills/ratnesh-maurya/cursor-claude-personas/threejs-loaders/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/ratnesh-maurya/cursor-claude-personas/threejs-loaders"><img src="https://agentmods.dev/badge/skills/ratnesh-maurya/cursor-claude-personas/threejs-loaders.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 | $0.00040 | $0.03589 |
| Opus 5.5 | $0.00016 | $0.01436 |
| Sonnet 5.5 | $0.00008 | $0.00718 |
| Haiku 4.5 | $0.00004 | $0.00359 |
Grade A, and why
threejs-loaders scanned grade A with 1 finding 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.
Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
const response = await fetch(url, { signal: controller.signal }); This is a copy
89% identical to threejs-loaders — 3 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 624 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js Loaders
Quick Start
import * as THREE from "three";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
// Load GLTF model
const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
scene.add(gltf.scene);
});
// Load texture
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("texture.jpg");
LoadingManager
Coordinate multiple loaders and track progress.
const manager = new THREE.LoadingManager();
// Callbacks
manager.onStart = (url, loaded, total) => {
console.log(`Started loading: ${url}`);
};
manager.onLoad = () => {
console.log("All assets loaded!");
startGame();
};
manager.onProgress = (url, loaded, total) => {
const progress = (loaded / total) * 100;
console.log(`Loading: ${progress.toFixed(1)}%`);
updateProgressBar(progress);
};
manager.onError = (url) => {
console.error(`Error loading: ${url}`);
};
// Use manager with loaders
const textureLoader = new THREE.TextureLoader(manager);
const gltfLoader = new GLTFLoader(manager);
// Load assets
textureLoader.load("texture1.jpg");
textureLoader.load("texture2.jpg");
gltfLoader.load("model.glb");
// onLoad fires when ALL are complete
Texture Loading
TextureLoader
const loader = new THREE.TextureLoader();
// Callback style
loader.load(
"texture.jpg",
(texture) => {
// onLoad
material.map = texture;
material.needsUpdate = true;
},
undefined, // onProgress - not supported for image loading
(error) => {
// onError
console.error("Error loading texture", error);
},
);
// Synchronous (returns texture, loads async)
const texture = loader.load("texture.jpg");
material.map = texture;
Texture Configuration
const texture = loader.load("texture.jpg", (tex) => {
// Color space (important for color accuracy)
tex.colorSpace = THREE.SRGBColorSpace; // For color/albedo maps
// tex.colorSpace = THREE.LinearSRGBColorSpace; // For data maps (normal, roughness)
// Wrapping
tex.wrapS = THREE.RepeatWrapping;
tex.wrapT = THREE.RepeatWrapping;
// ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping
// Repeat/offset
tex.repeat.set(2, 2);
tex.offset.set(0.5, 0.5);
tex.rotation = Math.PI / 4;
tex.center.set(0.5, 0.5);
// Filtering
tex.minFilter = THREE.LinearMipmapLinearFilter; // Default
tex.magFilter = THREE.LinearFilter; // Default
// NearestFilter - pixelated
// LinearFilter - smooth
// LinearMipmapLinearFilter - smooth with mipmaps
// Anisotropic filtering (sharper at angles)
tex.anisotropy = renderer.capabilities.getMaxAnisotropy();
// Flip Y (usually true for standard textures)
tex.flipY = true;
tex.needsUpdate = true;
});
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 · 624 lines · 40 tokens per session scan A 03e0d7319692
threejs-loaders is a skill published in the GitHub repository ratnesh-maurya/cursor-claude-personas (12 stars, last pushed 7mo ago), licensed MIT. It adds 40 tokens to every session and 3,589 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 1 finding (makes network calls). It is 89% identical to threejs-loaders, differing in 3 lines, and is treated as a copy.
Other skills, from other repositories
threejs-fundamentals
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.
pose-library-design
Design reusable 2D character pose libraries, action cycles, and expression states for data-driven animation.
roblox-camera
Use when scripting or fixing Roblox camera behavior: CFrame placement, screen raycasts, first/third-person, shoulder views, cutscenes.
roblox-lighting
Use when setting up or changing Roblox lighting, atmosphere, day/night cycles, or post-processing effects.
roblox-localization
Use when adding or fixing Roblox translation: localization tables, auto-translation, locale-specific content, or region detection.
roblox-luau-core
Use when writing, editing, or debugging any Luau: tables, control flow, string patterns, scope, closures, and errors ported from JS/Python.