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threejs-loaders

"Implement — Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures,"

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thiagofernandes1987-create/APEX
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April 18, 2026 at 09:35
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name
threejs-loaders
description
"Implement — Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures,"
# Three.js Loaders ## When to Use - You need to load models, textures, HDR assets, or other external resources in Three.js. - The task involves `GLTFLoader`, `TextureLoader`, loading progress, or async asset orchestration. - You are managing scene assets rather than authoring geometry or shaders directly. ## Quick Start ```javascript import * as THREE from "three"; import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"; // Load GLTF model const loader = new GLTFLoader(); loader.load("model.glb", (gltf) => { scene.add(gltf.scene); }); // Load texture const textureLoader = new THREE.TextureLoader(); const texture = textureLoader.load("texture.jpg"); ``` ## LoadingManager Coordinate multiple loaders and track progress. ```javascript const manager = new THREE.LoadingManager(); // Callbacks manager.onStart = (url, loaded, total) => { console.log(`Started loading: ${url}`); }; manager.onLoad = () => { console.log("All assets loaded!"); startGame(); }; manager.onProgress = (url, loaded, total) => { const progress = (loaded / total) * 100; console.log(`Loading: ${progress.toFixed(1)}%`); updateProgressBar(progress); }; manager.onError = (url) => { console.error(`Error loading: ${url}`); }; // Use manager with loaders const textureLoader = new THREE.TextureLoader(manager); const gltfLoader = new GLTFLoader(manager); // Load assets textureLoader.load("texture1.jpg"); textureLoader.load("texture2.jpg"); gltfLoader.load("model.glb"); // onLoad fires when ALL are complete ``` ## Texture Loading ### TextureLoader ```javascript const loader = new THREE.TextureLoader(); // Callback style loader.load( "texture.jpg", (texture) => { // onLoad material.map = texture; material.needsUpdate = true; }, undefined, // onProgress - not supported for image loading (error) => { // onError console.error("Error loading texture", error); }, ); // Synchronous (returns texture, loads async) const texture = loader.load("texture.jpg"); material.map = texture; ``` ### Texture Configuration ```javascript const texture = loader.load("texture.jpg", (tex) => { // Color space (important for color accuracy) tex.colorSpace = THREE.SRGBColorSpace; // For color/albedo maps // tex.colorSpace = THREE.LinearSRGBColorSpace; // For data maps (normal, roughness) // Wrapping tex.wrapS = THREE.RepeatWrapping; tex.wrapT = THREE.RepeatWrapping; // ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping // Repeat/offset tex.repeat.set(2, 2); tex.offset.set(0.5, 0.5); tex.rotation = Math.PI / 4; tex.center.set(0.5, 0.5); // Filtering tex.minFilter = THREE.LinearMipmapLinearFilter; // Default tex.magFilter = THREE.LinearFilter; // Default // NearestFilter - pixelated // LinearFilter - smooth // LinearMipmapLinearFilter - smooth with mipmaps // Anisotropic filtering (sharper at angles) tex.anisotropy = renderer.capabilities.getMaxAnisotropy(); // Flip Y (usually true for standard textures) tex.flipY = true; tex.needsUpdate = true; }); ``` ### CubeTextureLoader For environment maps and skyboxes. ```javascript const loader = new THREE.CubeTextureLoader(); // Load 6 faces const cubeTexture = loader.load([ "px.jpg", "nx.jpg", // positive/negative X "py.jpg", "ny.jpg", // positive/negative Y "pz.jpg", "nz.jpg", // positive/negative Z ]); // Use as background scene.background = cubeTexture; // Use as environment map scene.environment = cubeTexture; material.envMap = cubeTexture; ``` ### HDR/EXR Loading ```javascript import { RGBELoader } from "three/addons/loaders/RGBELoader.js"; import { EXRLoader } from "three/addons/loaders/EXRLoader.js"; // HDR const rgbeLoader = new RGBELoader(); rgbeLoader.load("environment.hdr", (texture) => { texture.mapping = THREE.EquirectangularReflectionMapping; scene.environment = texture; scene.background = texture; }); // EXR const exrLoader = new EXRLoader(); exrLoader.load("environment.exr", (texture) => { texture.mapping = THREE.EquirectangularReflectionMapping; scene.environment = texture; }); ``` ### PMREMGenerator Generate prefiltered environment maps for PBR. ```javascript import { RGBELoader } from "three/addons/loaders/RGBELoader.js"; const pmremGenerator = new THREE.PMREMGenerator(renderer); pmremGenerator.compileEquirectangularShader(); new RGBELoader().load("environment.hdr", (texture) => { const envMap = pmremGenerator.fromEquirectangular(texture).texture; scene.environment = envMap; scene.background = envMap; texture.dispose(); pmremGenerator.dispose(); }); ``` ## GLTF/GLB Loading The most common 3D format for web. ```javascript import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"; const loader = new GLTFLoader(); loader.load("model.glb", (gltf) => { // The loaded scene const model = gltf.scene; scene.add(model); // Animations const animations = gltf.animations; if (animations.length > 0) { const mixer = new THREE.AnimationMixer(model); animations.forEach((clip) => { mixer.clipAction(clip).play(); }); } // Cameras (if any) const cameras = gltf.cameras; // Asset info console.log(gltf.asset); // Version, generator, etc. // User data from Blender/etc console.log(gltf.userData); }); ``` ### GLTF with Draco Compression ```javascript import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"; import { DRACOLoader } from "three/addons/loaders/DRACOLoader.js"; const dracoLoader = new DRACOLoader(); dracoLoader.setDecoderPath( "https://www.gstatic.com/draco/versioned/decoders/1.5.6/", ); dracoLoader.preload(); const gltfLoader = new GLTFLoader(); gltfLoader.setDRACOLoader(dracoLoader); gltfLoader.load("compressed-model.glb", (gltf) => { scene.add(gltf.scene); }); ``` ### GLTF with KTX2 Textures ```javascript import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"; import { KTX2Loader } from "three/addons/loaders/KTX2Loader.js"; const ktx2Loader = new KTX2Loader(); ktx2Loader.setTranscoderPath( "https://cdn.jsdelivr.net/npm/three@0.183.0/examples/jsm/libs/basis/", ); ktx2Loader.detectSupport(renderer); const gltfLoader = new GLTFLoader(); gltfLoader.setKTX2Loader(ktx2Loader); gltfLoader.load("model-with-ktx2.glb", (gltf) => { scene.add(gltf.scene); }); ``` ### GLTF with Meshopt Compression (r183) ```javascript import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"; import { MeshoptDecoder } from "three/addons/libs/meshopt_decoder.module.js"; const gltfLoader = new GLTFLoader(); gltfLoader.setMeshoptDecoder(MeshoptDecoder); gltfLoader.load("compressed-model.glb", (gltf) => { scene.add(gltf.scene); }); ``` **KHR_meshopt_compression** is an alternative to Draco that often provides better compression for animated meshes and preserves mesh topology. ### Process GLTF Content ```javascript loader.load("model.glb", (gltf) => { const model = gltf.scene; // Enable shadows model.traverse((child) => { if (child.isMesh) { child.castShadow = true; child.receiveShadow = true; } }); // Find specific mesh const head = model.getObjectByName("Head"); // Adjust materials model.traverse((child) => { if (child.isMesh && child.material) { child.material.envMapIntensity = 0.5; } }); // Center and scale const box = new THREE.Box3().setFromObject(model); const center = box.getCenter(new THREE.Vector3()); const size = box.getSize(new THREE.Vector3()); model.position.sub(center); const maxDim = Math.max(size.x, size.y, size.z); model.scale.setScalar(1 / maxDim); scene.add(model); }); ``` ## Other Model Formats ### OBJ + MTL ```javascript import { OBJLoader } from "three/addons/loaders/OBJLoader.js"; import { MTLLoader } from "three/addons/loaders/MTLLoader.js"; const mtlLoader = new MTLLoader(); mtlLoader.load("model.mtl", (materials) => { materials.preload(); const objLoader = new OBJLoader(); objLoader.setMaterials(materials); objLoader.load("model.obj", (object) => { scene.add(object); }); }); ``` ### FBX ```javascript import { FBXLoader } from "three/addons/loaders/FBXLoader.js"; const loader = new FBXLoader(); loader.load("model.fbx", (object) => { // FBX often has large scale object.scale.setScalar(0.01); // Animations const mixer = new THREE.AnimationMixer(object); object.animations.forEach((clip) => { mixer.clipAction(clip).play(); }); scene.add(object); }); ``` ### STL ```javascript import { STLLoader } from "three/addons/loaders/STLLoader.js"; const loader = new STLLoader(); loader.load("model.stl", (geometry) => { const material = new THREE.MeshStandardMaterial({ color: 0x888888 }); const mesh = new THREE.Mesh(geometry, material); scene.add(mesh); }); ``` ### PLY ```javascript import { PLYLoader } from "three/addons/loaders/PLYLoader.js"; const loader = new PLYLoader(); loader.load("model.ply", (geometry) => { geometry.computeVertexNormals(); const material = new THREE.MeshStandardMaterial({ vertexColors: true }); const mesh = new THREE.Mesh(geometry, material); scene.add(mesh); }); ``` ## Async/Promise Loading ### Promisified Loader ```javascript function loadModel(url) { return new Promise((resolve, reject) => { loader.load(url, resolve, undefined, reject); }); } // Usage async function init() { try { const gltf = await loadModel("model.glb"); scene.add(gltf.scene); } catch (error) { console.error("Failed to load model:", error); } } ``` ### Load Multiple Assets ```javascript async function loadAssets() { const [modelGltf, envTexture, colorTexture] = await Promise.all([ loadGLTF("model.glb"), loadRGBE("environment.hdr"), loadTexture("color.jpg"), ]); scene.add(modelGltf.scene); scene.environment = envTexture; material.map = colorTexture; } // Helper functions function loadGLTF(url) { return new Promise((resolve, reject) => { new GLTFLoader().load(url, resolve, undefined, reject); }); } function loadRGBE(url) { return new Promise((resolve, reject) => { new RGBELoader().load( url, (texture) => { texture.mapping = THREE.EquirectangularReflectionMapping; resolve(texture);
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