Tresjs/tres @tresjs/core@5.8.0
Tags: beta: 2.0.0-beta.13, next: 5.0.0-next.6, alpha: 5.0.0-alpha.2
References: Docs
API Changes
This section documents version-specific API changes — prioritize recent major/minor releases.
BREAKING: useLoader — returns reactive state { state, isLoading, error, progress } since v5, no longer returns a Promise source
BREAKING: Pointer Events — renamed to native DOM names (e.g., @pointerdown instead of @pointer-down) in v5 source
BREAKING: useTexture — removed from core in v5, moved to @tresjs/cientos package source
BREAKING: ESM-only — TresJS v5 is ESM-only; UMD build and CommonJS require() are no longer supported source
BREAKING: TresCanvas Props — WebGL context props like alpha, antialias, stencil, and depth are now readonly and non-reactive in v5 source
BREAKING: useTresContext().camera — returns a state object in v5; use useTres().camera for the active camera instance source
BREAKING: Renderer Context — renderer is now readonly in useTresContext(); performance state was removed from context in v5 source
BREAKING: Event Bubbling — only the first intersected element triggers pointer events since v5 to align with standard behavior source
NEW: Context Component — exported in v5.5.0 (as TresCanvasContext) for advanced scene and state management source
NEW: Kebab-case Support — support for components written in kebab-case (e.g., <tres-mesh>) added in v5.1.0 source
NEW: primitive Prefix — added prefix option for primitives in v5.3.0 to avoid name collisions source
NEW: TresCanvasProps / TresCanvasEmits — explicitly exported types added in v5.2.0 for better TypeScript integration source
REMOVED: Legacy Composables — useRenderLoop, useCamera, useTresReady, useSeek, useRaycaster, and useLogger removed in v5 source
NEW: useForwardPropsEmits — integrated into TresCanvas in v5.3.0 for streamlined event and prop handling source
Also changed: useLoop replaces useRenderLoop · useGraph replaces useSeek · @ready event replaces useTresReady · useTres() replaces common useTresContext() usage · TresCanvas supports useLegacyLights prop (deprecated) · useLoader supports extensions and reactive paths.
Best Practices
- Use
shallowRef with template refs to access Three.js instances directly in high-frequency render loops. This avoids Vue's deep proxy overhead, which can be significantly slower than direct property access source
<script setup lang="ts">
const meshRef = shallowRef<TresInstance | null>(null)
const { onBeforeRender } = useLoop()
onBeforeRender(({ elapsed }) => {
if (meshRef.value) meshRef.value.rotation.y = elapsed
})
</script>
<template>
<TresMesh ref="meshRef" />
</template>
Prefer shallowRef and shallowReactive over ref or reactive for Three.js objects. This maintains reactivity for the reference itself while preventing expensive deep tracking of complex internal Three.js properties source
Set renderMode="on-demand" on <TresCanvas> for non-game applications to reduce CPU/GPU usage. The scene will only re-render when props change or when manual invalidation is explicitly triggered source
Manually trigger a render using invalidate() from useLoop or useTres when modifying instances via template refs or direct mutations in on-demand mode, as these changes are invisible to Vue's reactivity system source
Ensure animations are frame-rate independent by using the delta parameter in useLoop callbacks. This guarantees consistent movement speed across different display refresh rates (e.g., 60Hz vs 144Hz) source
onBeforeRender(({ delta }) => {
// Moves 2 units per second regardless of frame rate
mesh.position.x += delta * 2
})
Use the args prop for values required at Three.js instantiation (like geometry dimensions). Note that changing these reactive values at runtime forces TresJS to recreate the entire instance, which is performance-heavy source
Take complete control of the render process using render from useLoop for custom post-processing or multi-pass setups. You must call notifySuccess() at the end of the function to maintain the loop state source
Orchestrate complex update sequences using the priority argument in onBeforeRender (default 0). Higher priority numbers ensure a callback runs after those with lower priorities within the same frame source
Explicitly call dispose() from @tresjs/core for Three.js objects created programmatically and used via <primitive />. TresJS automatically disposes of template-defined components but cannot track lifecycle for raw objects source
Use useGraph to generate a reactive map of named meshes, materials, and nodes from a complex hierarchy (like a loaded GLTF). This enables direct, named access without manually traversing the object tree source
1---2name: tresjs-core-skilld3description: Declarative ThreeJS using Vue Components. ALWAYS use when writing code importing "@tresjs/core". Consult for debugging, best practices, or modifying @tresjs/core, tresjs/core, tresjs core, tres.4---5
6# Tresjs/tres `@tresjs/core@5.8.0`
7**Tags:** beta: 2.0.0-beta.13, next: 5.0.0-next.6, alpha: 5.0.0-alpha.2
8
9**References:** [Docs](./references/docs/_INDEX.md)
10## API Changes
11
12This section documents version-specific API changes — prioritize recent major/minor releases.
13
14- BREAKING: `useLoader` — returns reactive state `{ state, isLoading, error, progress }` since v5, no longer returns a Promise [source](./references/docs/content/1.getting-started/4.upgrade-guide.md)
15
16- BREAKING: Pointer Events — renamed to native DOM names (e.g., `@pointerdown` instead of `@pointer-down`) in v5 [source](./references/docs/content/1.getting-started/4.upgrade-guide.md)
17
18- BREAKING: `useTexture` — removed from core in v5, moved to `@tresjs/cientos` package [source](./references/docs/content/1.getting-started/4.upgrade-guide.md)
19
20- BREAKING: ESM-only — TresJS v5 is ESM-only; UMD build and CommonJS `require()` are no longer supported [source](./references/docs/content/1.getting-started/4.upgrade-guide.md)
21
22- BREAKING: `TresCanvas` Props — WebGL context props like `alpha`, `antialias`, `stencil`, and `depth` are now readonly and non-reactive in v5 [source](./references/docs/content/1.getting-started/4.upgrade-guide.md)
23
24- BREAKING: `useTresContext().camera` — returns a state object in v5; use `useTres().camera` for the active camera instance [source](./references/docs/content/1.getting-started/4.upgrade-guide.md)
25
26- BREAKING: Renderer Context — `renderer` is now readonly in `useTresContext()`; `performance` state was removed from context in v5 [source](./references/docs/content/1.getting-started/4.upgrade-guide.md)
27
28- BREAKING: Event Bubbling — only the first intersected element triggers pointer events since v5 to align with standard behavior [source](./references/docs/content/1.getting-started/4.upgrade-guide.md)
29
30- NEW: `Context` Component — exported in v5.5.0 (as `TresCanvasContext`) for advanced scene and state management [source](./references/releases/@tresjs/core@5.5.0.md)
31
32- NEW: Kebab-case Support — support for components written in kebab-case (e.g., `<tres-mesh>`) added in v5.1.0 [source](./references/releases/@tresjs/core@5.1.0.md)
33
34- NEW: `primitive` Prefix — added `prefix` option for primitives in v5.3.0 to avoid name collisions [source](./references/releases/@tresjs/core@5.3.0.md)
35
36- NEW: `TresCanvasProps` / `TresCanvasEmits` — explicitly exported types added in v5.2.0 for better TypeScript integration [source](./references/releases/@tresjs/core@5.2.0.md)
37
38- REMOVED: Legacy Composables — `useRenderLoop`, `useCamera`, `useTresReady`, `useSeek`, `useRaycaster`, and `useLogger` removed in v5 [source](./references/docs/content/1.getting-started/4.upgrade-guide.md)
39
40- NEW: `useForwardPropsEmits` — integrated into `TresCanvas` in v5.3.0 for streamlined event and prop handling [source](./references/releases/@tresjs/core@5.3.0.md)
41
42**Also changed:** `useLoop` replaces `useRenderLoop` · `useGraph` replaces `useSeek` · `@ready` event replaces `useTresReady` · `useTres()` replaces common `useTresContext()` usage · `TresCanvas` supports `useLegacyLights` prop (deprecated) · `useLoader` supports `extensions` and reactive paths.
43
44## Best Practices
45
46- Use `shallowRef` with template refs to access Three.js instances directly in high-frequency render loops. This avoids Vue's deep proxy overhead, which can be significantly slower than direct property access [source](./references/docs/content/2.essentials/2.concepts/2.reactivity.md)
47
48```vue
49<script setup lang="ts">
50const meshRef = shallowRef<TresInstance | null>(null)
51const { onBeforeRender } = useLoop()
52
53onBeforeRender(({ elapsed }) => {
54 if (meshRef.value) meshRef.value.rotation.y = elapsed
55})
56</script>
57
58<template>
59 <TresMesh ref="meshRef" />
60</template>
61```
62
63- Prefer `shallowRef` and `shallowReactive` over `ref` or `reactive` for Three.js objects. This maintains reactivity for the reference itself while preventing expensive deep tracking of complex internal Three.js properties [source](./references/docs/content/3.api/5.advanced/performance.md)
64
65- Set `renderMode="on-demand"` on `<TresCanvas>` for non-game applications to reduce CPU/GPU usage. The scene will only re-render when props change or when manual invalidation is explicitly triggered [source](./references/docs/content/3.api/5.advanced/performance.md)
66
67- Manually trigger a render using `invalidate()` from `useLoop` or `useTres` when modifying instances via template refs or direct mutations in `on-demand` mode, as these changes are invisible to Vue's reactivity system [source](./references/docs/content/3.api/5.advanced/performance.md)
68
69- Ensure animations are frame-rate independent by using the `delta` parameter in `useLoop` callbacks. This guarantees consistent movement speed across different display refresh rates (e.g., 60Hz vs 144Hz) [source](./references/docs/content/3.api/2.composables/3.use-loop.md)
70
71```ts
72onBeforeRender(({ delta }) => {
73 // Moves 2 units per second regardless of frame rate
74 mesh.position.x += delta * 2
75})
76```
77
78- Use the `args` prop for values required at Three.js instantiation (like geometry dimensions). Note that changing these reactive values at runtime forces TresJS to recreate the entire instance, which is performance-heavy [source](./references/docs/content/2.essentials/2.concepts/3.constructor-arguments.md)
79
80- Take complete control of the render process using `render` from `useLoop` for custom post-processing or multi-pass setups. You must call `notifySuccess()` at the end of the function to maintain the loop state [source](./references/docs/content/3.api/2.composables/3.use-loop.md)
81
82- Orchestrate complex update sequences using the `priority` argument in `onBeforeRender` (default 0). Higher priority numbers ensure a callback runs after those with lower priorities within the same frame [source](./references/docs/content/3.api/2.composables/3.use-loop.md)
83
84- Explicitly call `dispose()` from `@tresjs/core` for Three.js objects created programmatically and used via `<primitive />`. TresJS automatically disposes of template-defined components but cannot track lifecycle for raw objects [source](./references/docs/content/3.api/5.advanced/performance.md)
85
86- Use `useGraph` to generate a reactive map of named meshes, materials, and nodes from a complex hierarchy (like a loaded GLTF). This enables direct, named access without manually traversing the object tree [source](./references/docs/content/3.api/2.composables/4.use-graph.md)