- name
- threejs-loaders
- license
- Apache-2.0
- description
- three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects.
## When to use this skill
**ALWAYS use this skill when the user mentions:**
- `GLTFLoader`, `DRACOLoader`, `KTX2Loader`, `FBXLoader`, `OBJLoader`, progress and error handling
- `LoadingManager` for global progress, `Cache` for HTTP caching control
- Export: `GLTFExporter`, `OBJExporter`, HDR/KTX2 export pipelines
- IES, UltraHDR, or domain-specific loaders listed under Addons Loaders in docs
**IMPORTANT: loaders vs textures**
- **threejs-loaders** = fetch/decode/parse files into three objects.
- **threejs-textures** = `Texture`/`DataTexture` parameters, sampling, PMREM after you already have image buffers.
**IMPORTANT: loaders vs dev-setup**
- Import path issues belong to **threejs-dev-setup**; this skill assumes imports resolve.
**Trigger phrases include:**
- "GLTFLoader", "DRACO", "KTX2", "LoadingManager", "export gltf"
- "加载模型", "导出", "进度条"
## How to use this skill
1. **Pick loader** by format; prefer glTF for PBR interchange when possible.
2. **Wire LoadingManager** for multi-asset batches; surface `onStart`/`onLoad`/`onProgress`/`onError`.
3. **glTF + Draco**: instantiate `DRACOLoader`, set decoder path, attach to `GLTFLoader.setDRACOLoader` per current docs.
4. **glTF + KTX2**: configure `KTX2Loader` with transcoder path and connect to `GLTFLoader` when using Basis textures.
5. **Export**: use `GLTFExporter` with options matching round-trip needs; note large scenes and binary vs JSON.
6. **Security**: only load user URLs with validation; mention CORS for cross-origin assets.
7. **After load**: traverse scene for materials/meshes—hand off material tuning to **threejs-materials**.
See [examples/workflow-gltf-draco.md](examples/workflow-gltf-draco.md).
## Doc map (official)
| Docs section | Representative links |
|--------------|----------------------|
| Core Loaders | https://threejs.org/docs/LoadingManager.html |
| Core Loaders | https://threejs.org/docs/GLTFLoader.html |
| Addons Exporters | https://threejs.org/docs/GLTFExporter.html |
| Addons Loaders | https://threejs.org/docs/DRACOLoader.html |
Extended list: [references/official-sections.md](references/official-sections.md).
## Scope
- **In scope:** Loader and exporter classes, manager/cache, format choice, plugin wiring for Draco/KTX2, export basics.
- **Out of scope:** Server-side transcoding pipelines; physics or game engine asset tooling outside three docs.
## Common pitfalls and best practices
- Draco/KTX2 **decoder paths** must match deployed files; broken paths fail silently until onError surfaces.
- Duplicate texture instances after merge—consider `renderer.initTexture` implications when cloning materials.
- Exporters may not round-trip custom shaders; document limitations.
- Always dispose geometries/materials when replacing loaded scenes to avoid GPU leaks.
## Documentation and version
Loader and exporter APIs (especially `GLTFLoader` + `DRACOLoader` / `KTX2Loader` wiring) change between three.js versions. Follow [Loaders](https://threejs.org/docs/#Loaders) and **Addons → Loaders / Exporters** in [three.js docs](https://threejs.org/docs/); decoder WASM paths are deployment-specific, not library-version alone.
## Agent response checklist
When answering under this skill, prefer responses that:
1. Link `LoadingManager`, `GLTFLoader`, or the relevant format page on https://threejs.org/docs/.
2. Separate **loading** (this skill) from **texture/material tuning** after decode (**threejs-textures**, **threejs-materials**).
3. Document Draco/KTX2 **decoder path** and CORS when assets fail silently.
4. Mention exporter limitations (custom shaders, extensions) honestly.
5. Encourage `dispose()` when replacing entire loaded scenes.
## References
- https://threejs.org/docs/#Loaders
- https://threejs.org/docs/LoadingManager.html
- https://threejs.org/docs/GLTFLoader.html
- https://threejs.org/docs/GLTFExporter.html
## Keywords
**English:** gltf, gltfloader, dracoloader, ktx2, loadingmanager, cache, exporter, asset pipeline, three.js
**中文:** GLTFLoader、加载器、Draco、KTX2、导出、资源、进度、three.js
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