When to use this skill
ALWAYS use this skill when the user mentions:
GLTFLoader,DRACOLoader,KTX2Loader,FBXLoader,OBJLoader, progress and error handlingLoadingManagerfor global progress,Cachefor 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/DataTextureparameters, 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
- Pick loader by format; prefer glTF for PBR interchange when possible.
- Wire LoadingManager for multi-asset batches; surface
onStart/onLoad/onProgress/onError. - glTF + Draco: instantiate
DRACOLoader, set decoder path, attach toGLTFLoader.setDRACOLoaderper current docs. - glTF + KTX2: configure
KTX2Loaderwith transcoder path and connect toGLTFLoaderwhen using Basis textures. - Export: use
GLTFExporterwith options matching round-trip needs; note large scenes and binary vs JSON. - Security: only load user URLs with validation; mention CORS for cross-origin assets.
- 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.initTextureimplications 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:
- Link
LoadingManager,GLTFLoader, or the relevant format page on https://threejs.org/docs/. - Separate loading (this skill) from texture/material tuning after decode (threejs-textures, threejs-materials).
- Document Draco/KTX2 decoder path and CORS when assets fail silently.
- Mention exporter limitations (custom shaders, extensions) honestly.
- 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