Three.js guides

Practical WebGL notes for builders.

Ten maintained Three.js guides with reproducible demos, code comparisons, recorded measurements, primary sources, and explicit browser-test limits.

7 min read · GLTFLoader Three.js GLTFLoader checklist for clean model imports Load models as assets you can inspect, measure, and normalize before they become part of a production scene. 7 min read · LoadingManager Three.js loading progress with LoadingManager Loading UI should explain what the scene is waiting for and keep the rest of the page usable. 8 min read · camera Fit a Three.js camera to an object without guessing A camera-fit routine is the difference between a reusable viewer and a scene that only works for one model. 8 min read · responsive Make a Three.js canvas responsive without blurry rendering Responsive WebGL is mostly about matching CSS size, drawing-buffer size, pixel ratio, and camera projection. 8 min read · ShaderMaterial A practical ShaderMaterial starter for Three.js Start shaders from a predictable scaffold so the first visible result is easy to inspect and easy to change. 7 min read · lighting Three.js lighting setup for readable product viewers A product viewer needs lights that explain the shape, not lights that show off the renderer. 8 min read · performance A practical Three.js performance budget for small sites Performance gets easier when each scene has a budget before it has polish. 7 min read · debugging Three.js scene debugging checklist when nothing appears A blank canvas is easier to fix when you test renderer, camera, geometry, material, lights, and animation in order. 8 min read · Raycaster Three.js Raycaster picking checklist Raycasting works best when pointer coordinates, camera projection, and pickable objects are treated as one pipeline. 7 min read · screenshot Three.js canvas screenshot export for tools A screenshot feature should export the scene the user sees, not an old frame, empty buffer, or accidental UI state.