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Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing.
Passed 21 of 22 test cases with the skill, and 20 of 22 without it.
1 fixed20 passed either way1 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
A test case the skill fixed. Same model, same prompt, with and without the skill.
I'm using Three.js `BatchedMesh` to render distinct geometries in a single draw call. I want to adjust the transparency of individual instances dynamically and ensure depth sorting handles overlapping translucent instances correctly. Which method sets instance transparency and which property enables depth sorting on the `BatchedMesh`?
| Checked | Without skill | With skill |
|---|---|---|
| Recommends calling setOpacityAt on the BatchedMesh instance. | Missed | Passed |
| Recommends setting sortObjects to true on BatchedMesh for transparency sorting. | Passed | Passed |
The instructions your model reads when the skill loads.
BufferGeometry, vertices, or instanced rendering.import * as THREE from "three";
// Built-in geometry
const box = new THREE.BoxGeometry(1, 1, 1);
const sphere = new THREE.SphereGeometry(0.5, 32, 32);
const plane = new THREE.PlaneGeometry(10, 10);
// Create mesh
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const mesh = new THREE.Mesh(box, material);
scene.add(mesh);
// Box - width, height, depth, widthSegments, heightSegments, depthSegments
new THREE.BoxGeometry(1, 1, 1, 1, 1, 1);
// Sphere - radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength
new THREE.SphereGeometry(1, 32, 32);
new THREE.SphereGeometry(1, 32, 32, 0, Math.PI * 2, 0, Math.PI); // Full sphere
new THREE.SphereGeometry(1, 32, 32, 0, Math.PI); // Hemisphere
// Plane - width, height, widthSegments, heightSegments
new THREE.PlaneGeometry(10, 10, 1, 1);
// Circle - radius, segments, thetaStart, thetaLength
test cases passed, vs 20 / 22 without
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