
Three.js Loaders
FreeEfficiently load 3D assets with Three.js.
Free · Opens the source repo
What Three.js Loaders does
Three.js Loaders provides a set of tools for loading various types of 3D assets, including GLTF models, textures, and HDR environments. This skill is particularly useful for developers working with Three.js who need to manage the loading of multiple assets efficiently. The skill includes loaders for GLTF, textures, cube textures, and HDR/EXR formats, allowing for a comprehensive approach to asset management in 3D applications.
The GLTFLoader is a key component, enabling the loading of GLTF and GLB files, which are widely used for 3D models on the web. The skill supports animations and camera setups within the loaded models, making it easier to integrate complex 3D scenes. Additionally, the TextureLoader allows for the loading and configuration of textures, including support for color spaces, wrapping, and filtering, which are essential for achieving high-quality visuals in 3D environments.
For projects that require loading multiple assets simultaneously, the LoadingManager offers a way to coordinate loaders and track loading progress. This feature is particularly beneficial for applications where user experience is critical, as it allows developers to provide feedback during loading operations. The skill also includes advanced options for handling compressed models and textures, such as DRACOLoader for GLTF files and KTX2Loader for optimized texture formats, ensuring that applications can maintain performance while delivering high-quality graphics.
Overall, Three.js Loaders is an essential skill for developers looking to streamline the process of loading and managing 3D assets in their Three.js applications, providing robust functionality and flexibility to enhance the user experience.
When to use it
Use this skill when developing 3D applications with Three.js that require efficient loading of models, textures, and environments.
When not to use it
This skill may not be suitable for projects that do not utilize Three.js or do not require 3D asset loading.
What you can build with it
Loading a GLTF Model
Quickly load a GLTF model into your Three.js scene with the GLTFLoader, including animations and camera setups.
Managing Multiple Textures
Use the LoadingManager to load several textures simultaneously while tracking progress and displaying loading feedback.
Implementing HDR Environments
Load HDR environments for realistic lighting in your 3D scenes using the RGBELoader and PMREMGenerator.
How to install Three.js Loaders
View source1. Install with the skills CLI
npx skills add calesthio/openmontage/threejs-loaders --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by calesthioThree.js Loaders
Quick Start
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.
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
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
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.
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
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.
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) => {
// 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
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;
// 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
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
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
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
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
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
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);
},
undefined,
reject,
);
});
}
function loadTexture(url) {
return new Promise((resolve, reject) => {
new THREE.TextureLoader().load(url, resolve, undefined, reject);
});
}
Caching
Built-in Cache
// Enable cache
THREE.Cache.enabled = true;
// Clear cache
THREE.Cache.clear();
// Manual cache management
THREE.Cache.add("key", data);
THREE.Cache.get("key");
THREE.Cache.remove("key");
Custom Asset Manager
class AssetManager {
constructor() {
this.textures = new Map();
this.models = new Map();
this.gltfLoader = new GLTFLoader();
this.textureLoader = new THREE.TextureLoader();
}
async loadTexture(key, url) {
if (this.textures.has(key)) {
return this.textures.get(key);
}
const texture = await new Promise((resolve, reject) => {
this.textureLoader.load(url, resolve, undefined, reject);
});
this.textures.set(key, texture);
return texture;
}
async loadModel(key, url) {
if (this.models.has(key)) {
return this.models.get(key).clone();
}
const gltf = await new Promise((resolve, reject) => {
this.gltfLoader.load(url, resolve, undefined, reject);
});
this.models.set(key, gltf.scene);
return gltf.scene.clone();
}
dispose() {
this.textures.forEach((t) => t.dispose());
this.textures.clear();
this.models.clear();
}
}
// Usage
const assets = new AssetManager();
const texture = await assets.loadTexture("brick", "brick.jpg");
const model = await assets.loadModel("tree", "tree.glb");
Loading from Different Sources
Data URL / Base64
const loader = new THREE.TextureLoader();
const texture = loader.load("data:image/png;base64,iVBORw0KGgo...");
Blob URL
async function loadFromBlob(blob) {
const url = URL.createObjectURL(blob);
const texture = await loadTexture(url);
URL.revokeObjectURL(url);
return texture;
}
ArrayBuffer
// From fetch
const response = await fetch("model.glb");
const buffer = await response.arrayBuffer();
// Parse with loader
const loader = new GLTFLoader();
loader.parse(buffer, "", (gltf) => {
scene.add(gltf.scene);
});
Custom Path/URL
// Set base path
loader.setPath("assets/models/");
loader.load("model.glb"); // Loads from assets/models/model.glb
// Set resource path (for textures referenced in model)
loader.setResourcePath("assets/textures/");
// Custom URL modifier
manager.setURLModifier((url) => {
return `https://cdn.example.com/${url}`;
});
Error Handling
// Graceful fallback
async function loadWithFallback(primaryUrl, fallbackUrl) {
try {
return await loadModel(primaryUrl);
} catch (error) {
console.warn(`Primary failed, trying fallback: ${error}`);
return await loadModel(fallbackUrl);
}
}
// Retry logic
async function loadWithRetry(url, maxRetries = 3) {
for (let i = 0; i < maxRetries; i++) {
try {
return await loadModel(url);
} catch (error) {
if (i === maxRetries - 1) throw error;
await new Promise((r) => setTimeout(r, 1000 * (i + 1)));
}
}
}
// Timeout
async function loadWithTimeout(url, timeout = 30000) {
const controller = new AbortController();
const timeoutId = setTimeout(() => controller.abort(), timeout);
try {
const response = await fetch(url, { signal: controller.signal });
clearTimeout(timeoutId);
return response;
} catch (error) {
if (error.name === "AbortError") {
throw new Error("Loading timed out");
}
throw error;
}
}
Performance Tips
- Use compressed formats: DRACO for geometry, KTX2/Basis for textures
- Load progressively: Show placeholders while loading
- Lazy load: Only load what's needed
- Use CDN: Faster asset delivery
- Enable cache:
THREE.Cache.enabled = true
// Progressive loading with placeholder
const placeholder = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshBasicMaterial({ wireframe: true }),
);
scene.add(placeholder);
loadModel("model.glb").then((gltf) => {
scene.remove(placeholder);
scene.add(gltf.scene);
});
See Also
threejs-textures- Texture configurationthreejs-animation- Playing loaded animationsthreejs-materials- Material from loaded models
Frequently asked questions about Three.js Loaders
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