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Threejs Loaders

  • 261 installs
  • 42.8k repo stars
  • Updated July 24, 2026
  • calesthio/openmontage

This is a copy of threejs-loaders by cloudai-x - installs and ranking accrue to the original listing.

Use this skill when working with threejs loaders.

About

Skill for working with threejs loaders. Use when you need threejs loaders functionality in your application.

  • Specialized for threejs loaders
  • Integrated with Claude Code
  • Streamlines workflow

Threejs Loaders by the numbers

  • 261 all-time installs (skills.sh)
  • +42 installs in the week ending Jul 12, 2026 (Skillselion tracking)
  • Data as of Jul 28, 2026 (Skillselion catalog sync)
npx skills add https://github.com/calesthio/openmontage --skill threejs-loaders

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Listed on Skillselion
Installs261
repo stars42.8k
Last updatedJuly 24, 2026
Repositorycalesthio/openmontage

What it does

Use this skill when working with threejs loaders.

Files

SKILL.mdMarkdownGitHub ↗

Three.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

1. Use compressed formats: DRACO for geometry, KTX2/Basis for textures 2. Load progressively: Show placeholders while loading 3. Lazy load: Only load what's needed 4. Use CDN: Faster asset delivery 5. 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 configuration
  • threejs-animation - Playing loaded animations
  • threejs-materials - Material from loaded models

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