threejs-loaders
Loading three.js assets: glTF with Draco, meshopt and KTX2 compression, other model formats, textures, HDR and EXR environments, progress, caching, cloning…
Skill by CloudAI-X
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
Use cases: frontend-development
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/threejs-loaders
What's inside
- Skill name
threejs-loaders- Description
- Loading three.js assets: glTF with Draco, meshopt and KTX2 compression, other model formats, textures, HDR and EXR environments, progress, caching, cloning and disposal. Use when loading 3D models, textures or environment maps, or managing loading progress, on WebGL or with WebGPU and TSL.
- License
- MIT
- Instructions
- 497 lines in SKILL.md · view on GitHub
Before installing
- Instructions call the network
Files (1)
- SKILL.md
SKILL.md (first lines)
# Three.js Loaders
Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.
## Quick Start
```javascript
import * as THREE from "three";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { RoomEnvironment } from "three/addons/environments/RoomEnvironment.js";
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.environment = new THREE.PMREMGenerator(renderer).fromScene(new RoomEnvironment(), 0.04).texture; // glTF PBR materials render black without lights or an environment
const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(2, 1.5, 3);
camera.lookAt(0, 0, 0);
const gltf = await new GLTFLoader().loadAsync("model.glb");
scene.add(gltf.scene);
function animate() {
renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);
```
## LoadingManager
One manager coordinates several loaders and reports combined progress. `loadAsync` still rejects on failure; `manager.onError` fires as well.
```javascript
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const manager = new THREE.LoadingManager();
manager.onStart = (url, loaded, total) => {
console.log(`Started loading: ${url}`);
};
manager.onProgress = (url, loaded, total) => {
console.log(`Loading: ${((loaded / total) * 100).toFixed(1)}%`);
};
manager.onLoad = () => {
console.log("All assets loaded");
};
manager.onError = (url) => {
console.error(`Error loading: ${url}`);
};
const gltfLoader = new GLTFLoader(manager);
const textureLoader = new THREE.TextureLoader(manager);
// onLoad fires when every tracked item has finished
await Promise.all([
gltfLoader.loadAsync("model.glb"),
textureLoader.loadAsync("texture.jpg"),
textureLoader.loadAsync("normal.jpg"),
]);
```
`manager.abort()` cancels in-flight requests for loaders that load through FileLoader (models, HDR, EXR, KTX2). Loaders that load through an HTML image element, such as TextureLoader, ignore it.
```javascript
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const manager = new THREE.LoadingManager();
const timeoutId = setTimeout(() => manager.abort(), 30000);
try {
const gltf = await new GLTFLoader(manager).loadAsync("model.glb");
scene.add(gltf.scene);
} catch (error) {
console.error(error);
} finally {
clearTimeout(timeoutId);
}
```
## Texture Loading
`TextureLoader.load()` returns the texture immediately and fills it in when the image decodes; assign it right away and the first render picks it up. Adding a map to a material that has already rendered without one needs `material.needsUpdate = true`. `onProgress` is never called for image loading.
```javascript
new THREE.TextureLoader().load(
"texture.jpg",
(map) => {
map.colorSpace = THREE.SRGBColorSpace; // a color map; scalar maps keep NoColorSpace
mesh.material.map = map;
mesh.material.needsUpdate = true; // the material rendered without a map before
},
undefined, // onProgress: not supported for image loading
(error) => {
console.error("Could not load texture", error);
},
);
```
### Texture configuration
```javascript
const map = new THREE.TextureLoader().load("color.jpg");
map.colorSpace = THREE.SRGBColorSpace; // LDR color images; scalar maps keep NoColorSpace
map.wrapS = THREE.RepeatWrapping; // ClampToEdgeWrapping (default), RepeatWrapping, MirroredRepeatWrapping
map.wrapT = THREE.RepeatWrapping;
map.repeat.set(2, 2);
map.offset.set(0.5, 0.5);
map.rotation = Math.PI / 4;
map.center.set(0.5, 0.5);From CloudAI-X/threejs-skills, MIT.
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Signals
- Stars
- 3,708
- Forks
- 428
- Open issues
- 0
- Last commit (this folder)
- Oct 19, 2026 (10 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/CloudAI-X/threejs-skills
- Website
- x.com/cloudxdev
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
threejs-loaders skill. Agent Mart. https://agentmart.dev/skills/cloudai-x-threejs-loaders (last updated 2026-10-24)