Agent Skills: threejs-loaders

three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects.

UncategorizedID: teachingai/full-stack-skills/threejs-loaders

Install this agent skill to your local

pnpm dlx add-skill https://github.com/partme-ai/full-stack-skills/tree/HEAD/skills/threejs-skills/threejs-loaders

Skill Files

Browse the full folder contents for threejs-loaders.

Download Skill

Loading file tree…

skills/threejs-skills/threejs-loaders/SKILL.md

Skill Metadata

Name
threejs-loaders
Description
"three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects."

When to use this skill

ALWAYS use this skill when the user mentions:

  • GLTFLoader, DRACOLoader, KTX2Loader, FBXLoader, OBJLoader, progress and error handling
  • LoadingManager for global progress, Cache for HTTP caching control
  • Export: GLTFExporter, OBJExporter, HDR/KTX2 export pipelines
  • IES, UltraHDR, or domain-specific loaders listed under Addons Loaders in docs

IMPORTANT: loaders vs textures

  • threejs-loaders = fetch/decode/parse files into three objects.
  • threejs-textures = Texture/DataTexture parameters, sampling, PMREM after you already have image buffers.

IMPORTANT: loaders vs dev-setup

  • Import path issues belong to threejs-dev-setup; this skill assumes imports resolve.

Trigger phrases include:

  • "GLTFLoader", "DRACO", "KTX2", "LoadingManager", "export gltf"
  • "加载模型", "导出", "进度条"

How to use this skill

  1. Pick loader by format; prefer glTF for PBR interchange when possible.
  2. Wire LoadingManager for multi-asset batches; surface onStart/onLoad/onProgress/onError.
  3. glTF + Draco: instantiate DRACOLoader, set decoder path, attach to GLTFLoader.setDRACOLoader per current docs.
  4. glTF + KTX2: configure KTX2Loader with transcoder path and connect to GLTFLoader when using Basis textures.
  5. Export: use GLTFExporter with options matching round-trip needs; note large scenes and binary vs JSON.
  6. Security: only load user URLs with validation; mention CORS for cross-origin assets.
  7. After load: traverse scene for materials/meshes—hand off material tuning to threejs-materials.

See examples/workflow-gltf-draco.md.

Doc map (official)

| Docs section | Representative links | |--------------|----------------------| | Core Loaders | https://threejs.org/docs/LoadingManager.html | | Core Loaders | https://threejs.org/docs/GLTFLoader.html | | Addons Exporters | https://threejs.org/docs/GLTFExporter.html | | Addons Loaders | https://threejs.org/docs/DRACOLoader.html |

Extended list: references/official-sections.md.

Scope

  • In scope: Loader and exporter classes, manager/cache, format choice, plugin wiring for Draco/KTX2, export basics.
  • Out of scope: Server-side transcoding pipelines; physics or game engine asset tooling outside three docs.

Common pitfalls and best practices

  • Draco/KTX2 decoder paths must match deployed files; broken paths fail silently until onError surfaces.
  • Duplicate texture instances after merge—consider renderer.initTexture implications when cloning materials.
  • Exporters may not round-trip custom shaders; document limitations.
  • Always dispose geometries/materials when replacing loaded scenes to avoid GPU leaks.

Documentation and version

Loader and exporter APIs (especially GLTFLoader + DRACOLoader / KTX2Loader wiring) change between three.js versions. Follow Loaders and Addons → Loaders / Exporters in three.js docs; decoder WASM paths are deployment-specific, not library-version alone.

Agent response checklist

When answering under this skill, prefer responses that:

  1. Link LoadingManager, GLTFLoader, or the relevant format page on https://threejs.org/docs/.
  2. Separate loading (this skill) from texture/material tuning after decode (threejs-textures, threejs-materials).
  3. Document Draco/KTX2 decoder path and CORS when assets fail silently.
  4. Mention exporter limitations (custom shaders, extensions) honestly.
  5. Encourage dispose() when replacing entire loaded scenes.

References

  • https://threejs.org/docs/#Loaders
  • https://threejs.org/docs/LoadingManager.html
  • https://threejs.org/docs/GLTFLoader.html
  • https://threejs.org/docs/GLTFExporter.html

Keywords

English: gltf, gltfloader, dracoloader, ktx2, loadingmanager, cache, exporter, asset pipeline, three.js

中文: GLTFLoader、加载器、Draco、KTX2、导出、资源、进度、three.js