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
- 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 to GLTFLoader.setDRACOLoader per current docs.
- glTF + KTX2: configure
KTX2Loader with transcoder path and connect to GLTFLoader when using Basis textures.
- Export: use
GLTFExporter with 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)
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:
- 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
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
能力边界
✅ 适用场景
- 当你需要使用此技能对应的技术栈时
- 当项目需要遵循最佳实践时
- 当需要快速上手或深入理解核心概念时
⚠️ 需要注意
- 复杂业务逻辑需要结合具体场景调整
- 性能优化需要根据实际数据量评估
❌ 不适用场景
常见陷阱 (Gotchas)
- 版本兼容性:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异
- 配置文件格式:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查
- 环境变量:确保所有必要的环境变量已正确设置,敏感信息不要硬编码
- 依赖冲突:多版本共存时注意依赖冲突,使用 lock 文件锁定版本
- 性能陷阱:大数据量场景下注意性能优化,避免 N+1 查询等常见问题
使用流程
Step 1: 环境准备
确保开发环境已安装必要的依赖和工具。
Step 2: 配置初始化
根据项目需求进行基础配置。
Step 3: 核心功能使用
按照示例代码实现核心功能。
Step 4: 测试验证
运行测试确保功能正常。
Step 5: 部署上线
完成开发后进行部署和监控。
1---2name: threejs-loaders3description: 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.4---56## When to use this skill78**ALWAYS use this skill when the user mentions:**910- `GLTFLoader`, `DRACOLoader`, `KTX2Loader`, `FBXLoader`, `OBJLoader`, progress and error handling11- `LoadingManager` for global progress, `Cache` for HTTP caching control12- Export: `GLTFExporter`, `OBJExporter`, HDR/KTX2 export pipelines13- IES, UltraHDR, or domain-specific loaders listed under Addons Loaders in docs1415**IMPORTANT: loaders vs textures**1617- **threejs-loaders** = fetch/decode/parse files into three objects.18- **threejs-textures** = `Texture`/`DataTexture` parameters, sampling, PMREM after you already have image buffers.1920**IMPORTANT: loaders vs dev-setup**2122- Import path issues belong to **threejs-dev-setup**; this skill assumes imports resolve.2324**Trigger phrases include:**2526- "GLTFLoader", "DRACO", "KTX2", "LoadingManager", "export gltf"27- "加载模型", "导出", "进度条"2829## How to use this skill30311. **Pick loader** by format; prefer glTF for PBR interchange when possible.322. **Wire LoadingManager** for multi-asset batches; surface `onStart`/`onLoad`/`onProgress`/`onError`.333. **glTF + Draco**: instantiate `DRACOLoader`, set decoder path, attach to `GLTFLoader.setDRACOLoader` per current docs.344. **glTF + KTX2**: configure `KTX2Loader` with transcoder path and connect to `GLTFLoader` when using Basis textures.355. **Export**: use `GLTFExporter` with options matching round-trip needs; note large scenes and binary vs JSON.366. **Security**: only load user URLs with validation; mention CORS for cross-origin assets.377. **After load**: traverse scene for materials/meshes—hand off material tuning to **threejs-materials**.3839See [examples/workflow-gltf-draco.md](examples/workflow-gltf-draco.md).4041## Doc map (official)4243| Docs section | Representative links |44|--------------|----------------------|45| Core Loaders | https://threejs.org/docs/LoadingManager.html |46| Core Loaders | https://threejs.org/docs/GLTFLoader.html |47| Addons Exporters | https://threejs.org/docs/GLTFExporter.html |48| Addons Loaders | https://threejs.org/docs/DRACOLoader.html |4950Extended list: [references/official-sections.md](references/official-sections.md).5152## Scope5354- **In scope:** Loader and exporter classes, manager/cache, format choice, plugin wiring for Draco/KTX2, export basics.55- **Out of scope:** Server-side transcoding pipelines; physics or game engine asset tooling outside three docs.5657## Common pitfalls and best practices5859- Draco/KTX2 **decoder paths** must match deployed files; broken paths fail silently until onError surfaces.60- Duplicate texture instances after merge—consider `renderer.initTexture` implications when cloning materials.61- Exporters may not round-trip custom shaders; document limitations.62- Always dispose geometries/materials when replacing loaded scenes to avoid GPU leaks.6364## Documentation and version6566Loader and exporter APIs (especially `GLTFLoader` + `DRACOLoader` / `KTX2Loader` wiring) change between three.js versions. Follow [Loaders](https://threejs.org/docs/#Loaders) and **Addons → Loaders / Exporters** in [three.js docs](https://threejs.org/docs/); decoder WASM paths are deployment-specific, not library-version alone.6768## Agent response checklist6970When answering under this skill, prefer responses that:71721. Link `LoadingManager`, `GLTFLoader`, or the relevant format page on https://threejs.org/docs/.732. Separate **loading** (this skill) from **texture/material tuning** after decode (**threejs-textures**, **threejs-materials**).743. Document Draco/KTX2 **decoder path** and CORS when assets fail silently.754. Mention exporter limitations (custom shaders, extensions) honestly.765. Encourage `dispose()` when replacing entire loaded scenes.7778## References7980- https://threejs.org/docs/#Loaders81- https://threejs.org/docs/LoadingManager.html82- https://threejs.org/docs/GLTFLoader.html83- https://threejs.org/docs/GLTFExporter.html8485## Keywords8687**English:** gltf, gltfloader, dracoloader, ktx2, loadingmanager, cache, exporter, asset pipeline, three.js8889**中文:** GLTFLoader、加载器、Draco、KTX2、导出、资源、进度、three.js9091## 能力边界9293### ✅ 适用场景94- 当你需要使用此技能对应的技术栈时95- 当项目需要遵循最佳实践时96- 当需要快速上手或深入理解核心概念时9798### ⚠️ 需要注意99- 复杂业务逻辑需要结合具体场景调整100- 性能优化需要根据实际数据量评估101102### ❌ 不适用场景103- 不相关的技术栈或框架104- 需要完全自定义的特殊场景105106## 常见陷阱 (Gotchas)1071081. **版本兼容性**:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异1092. **配置文件格式**:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查1103. **环境变量**:确保所有必要的环境变量已正确设置,敏感信息不要硬编码1114. **依赖冲突**:多版本共存时注意依赖冲突,使用 lock 文件锁定版本1125. **性能陷阱**:大数据量场景下注意性能优化,避免 N+1 查询等常见问题113114## 使用流程115116### Step 1: 环境准备117确保开发环境已安装必要的依赖和工具。118119### Step 2: 配置初始化120根据项目需求进行基础配置。121122### Step 3: 核心功能使用123按照示例代码实现核心功能。124125### Step 4: 测试验证126运行测试确保功能正常。127128### Step 5: 部署上线129完成开发后进行部署和监控。