agentleFS
full-stack-skillsfull-stack-skills/threejs-skills/skills/threejs-loaders/SKILL.md

threejs-loaders

Skill9 starsChanged 54 days agoApache-2.0View on GitHub

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.

22 other projects use a version of this.

Adopted by

Most recently taken up by

Used with

Projects with it also use threejs-performance, bfl-api and 8 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • alton47Skill

    threejs-performance

    Optimizes Three.js performance — instancing, draw call reduction, LOD, frustum culling, geometry merging, texture compression, Stats.js profiling, and GPU debugging. Use when the user asks about performance, FPS, draw calls, instancing, optimization, lag, stuttering, or profiling a Three.js scene. Trigger keywords: performance, fps, draw calls, instancing, InstancedMesh, LOD, profiling, optimization, Stats.

    Also in 4 projects that use this

  • LinHao-citySkill

    bfl-api

    BFL FLUX API integration guide covering endpoints, async polling patterns, rate limiting, error handling, webhooks, and regional endpoints with Python and TypeScript code examples.

    Also in 3 projects that use this

  • LinHao-citySkill

    flux-best-practices

    Comprehensive guide for BFL FLUX image generation models. Covers prompting, T2I, I2I, structured JSON, hex colors, typography, multi-reference editing, and model-specific best practices for FLUX.2 and FLUX.1 families.

    Also in 3 projects that use this

  • +7 more from LinHao-city

The file

We split this skill into the rules it gives an agent

6 rules. 0 are common, 5 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 20 edited versions we read keep these.

  • 5

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Import path issues belong to threejs-dev-setup.

    line 22
  2. Very specific:

    Export: use GLTFExporter with options matching round-trip needs.

    line 35
  3. Distinctive:

    Security: only load user URLs with validation.

    line 36
  4. Distinctive:

    Always dispose geometries/materials when replacing loaded scenes to avoid GPU leaks.

    line 62
  5. Distinctive:

    When answering under this skill, prefer responses that:

    line 70
  6. Distinctive:

    Document Draco/KTX2 decoder path and CORS when assets fail silently.

    line 74

“Common” is measured: kept by at least 6 in 10 of the 20 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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)

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

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

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.