| name | threejs-loaders |
| allowed-tools | Read, Glob |
| description | Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress. |
Three.js Loaders
Iron Law
Always handle the error callback in every loader call — silent load failures make debugging impossible when the asset path is wrong or network times out.
Quick Start
import * as THREE from "three";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
scene.add(gltf.scene);
});
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("texture.jpg");
LoadingManager
Coordinate multiple loaders and track progress.
const manager = new THREE.LoadingManager();
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}`);
};
const textureLoader = new THREE.TextureLoader(manager);
const gltfLoader = new GLTFLoader(manager);
textureLoader.load("texture1.jpg");
textureLoader.load("texture2.jpg");
gltfLoader.load("model.glb");
Texture Loading
TextureLoader
const loader = new THREE.TextureLoader();
loader.load(
"texture.jpg",
(texture) => {
material.map = texture;
material.needsUpdate = true;
},
undefined,
(error) => {
console.error("Error loading texture", error);
},
);
const texture = loader.load("texture.jpg");
material.map = texture;
Texture Configuration
const texture = loader.load("texture.jpg", (tex) => {
tex.colorSpace = THREE.SRGBColorSpace;
tex.wrapS = THREE.RepeatWrapping;
tex.wrapT = THREE.RepeatWrapping;
tex.repeat.set(2, 2);
tex.offset.set(0.5, 0.5);
tex.rotation = Math.PI / 4;
tex.center.set(0.5, 0.5);
tex.minFilter = THREE.LinearMipmapLinearFilter;
tex.magFilter = THREE.LinearFilter;
tex.anisotropy = renderer.capabilities.getMaxAnisotropy();
tex.flipY = true;
tex.needsUpdate = true;
});
CubeTextureLoader
For environment maps and skyboxes.
const loader = new THREE.CubeTextureLoader();
const cubeTexture = loader.load([
"px.jpg",
"nx.jpg",
"py.jpg",
"ny.jpg",
"pz.jpg",
"nz.jpg",
]);
scene.background = cubeTexture;
scene.environment = cubeTexture;
material.envMap = cubeTexture;
HDR/EXR Loading
import { RGBELoader } from "three/addons/loaders/RGBELoader.js";
import { EXRLoader } from "three/addons/loaders/EXRLoader.js";
const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});
const exrLoader = new EXRLoader();
exrLoader.load("environment.exr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
});
PMREMGenerator
Generate prefiltered environment maps for PBR.
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.
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
const model = gltf.scene;
scene.add(model);
const animations = gltf.animations;
if (animations.length > 0) {
const mixer = new THREE.AnimationMixer(model);
animations.forEach((clip) => {
mixer.clipAction(clip).play();
});
}
const cameras = gltf.cameras;
console.log(gltf.asset);
console.log(gltf.userData);
});
GLTF with Draco Compression
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
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@0.160.0/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);
});
Process GLTF Content
loader.load("model.glb", (gltf) => {
const model = gltf.scene;
model.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
const head = model.getObjectByName("Head");
model.traverse((child) => {
if (child.isMesh && child.material) {
child.material.envMapIntensity = 0.5;
}
});
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
| Format | Loader | Notes |
|---|
| OBJ + MTL | OBJLoader + MTLLoader | Legacy, use GLTF when possible |
| FBX | FBXLoader | Scale to 0.01 — FBX uses cm units |
| STL | STLLoader | CAD/3D-print files, returns geometry |
| PLY | PLYLoader | Point clouds, call computeVertexNormals() |
Full code examples → references/advanced-loading.md
Async/Promise Loading
Promisified Loader
function loadModel(url) {
return new Promise((resolve, reject) => {
loader.load(url, resolve, undefined, reject);
});
}
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
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;
}
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);
},
undefined,
reject,
);
});
}
function loadTexture(url) {
return new Promise((resolve, reject) => {
new THREE.TextureLoader().load(url, resolve, undefined, reject);
});
}
References
references/advanced-loading.md — OBJ/FBX/STL/PLY loaders, custom asset manager, loading from Blob/ArrayBuffer/CDN, error handling (fallback, retry, timeout), performance tips
See Also
threejs-textures - Texture configuration
threejs-animation - Playing loaded animations
threejs-materials - Material from loaded models