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
-
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 configuration
-
threejs-animation
-
Playing loaded animations
-
threejs-materials
-
Material from loaded models