3d Retina Resolution
Meng ToCommunityCreated by Meng To
- Skill
- Tool integration
- Software development
- MIT
- No issues found
AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
This skill provides a technical framework for rendering 3D canvases at high resolution on Retina and HiDPI displays. It covers the synchronization of renderers and post-processing pipelines, correct pointer coordinate handling, and strategies for managing performance budgets and quality fallbacks. The approach ensures that 3D content remains crisp by managing the relationship between CSS pixels and drawing-buffer pixels, while avoiding common pitfalls like blurry textures or incorrect raycasting.
What it does
- Defines methods for explicit 200 percent resolution rendering.
- Provides patterns for synchronizing Three.js renderer and composer pixel ratios.
- Explains how to normalize pointer coordinates for raycasting in high-DPI environments.
- Offers strategies for adaptive resolution scaling based on device pixel ratio.
- Outlines performance monitoring and quality fallback mechanisms.
- Details how to handle layout changes and display-density shifts using observers.
When to use it
- When 3D WebGL content appears blurry on high-density displays.
- When implementing high-resolution previews or 2x rendering modes.
- When building responsive 3D applications that must adapt to browser zoom or display changes.
- When optimizing rendering pipelines for both visual quality and GPU performance.
Advantages
- Ensures consistent visual sharpness across different display densities.
- Prevents common issues like stretched intermediate images or incorrect mouse interaction.
- Provides a structured approach to balancing high-fidelity output with performance constraints.
- Supports both fixed high-resolution modes and automatic, hardware-aware scaling.
Usage examples
- “How do I ensure my Three.js canvas looks sharp on a MacBook Retina display?”
- The agent provides a guide on setting the renderer pixel ratio to match the device pixel ratio (capped at 2x) and synchronizing the effect composer dimensions.
- “My raycasting is broken after I enabled 200 percent rendering. How do I fix it?”
- The agent explains how to use getBoundingClientRect for pointer normalization in CSS space rather than relying on raw drawing-buffer pixels.
Install
Download the skill as a ZIP:
https://autogineer.com/agent-skills/mengto/3d-retina-resolution/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip 3d-retina-resolution.zip -d .agents/skills
Documentation by Meng To
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:
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.
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.heightandrenderer.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%.
Files
- ATTRIBUTION.mdAdded by AutoGineer854 B
- LICENSELicence file added by AutoGineer1.0 KiB
- REFERENCES.md429 B
- SKILL.md6.1 KiB
- agents/openai.yaml241 B
agents/openai.yaml
interface: display_name: "3D Retina Resolution" short_description: "Sharp 200% rendering for Retina and HiDPI" default_prompt: "Use $3d-retina-resolution to render this 3D view at fixed 200% resolution and verify every render buffer."
Requirements and compatibility
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
Security
No issues found by our static scan· No issues found
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Attribution and licence
- Created by
- Meng To
- Publisher
- Meng To (Community)
- Source
- MengTo/Skills · agent-skills/3d/3d-retina-resolution · commit 5ea1661
- Licence
- MIT License (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by Meng To or Meng To.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download 3d-retina-resolution.zip