full-stack-skills/threejs-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.

Hot #2558 First seen Jun 6, 2026

Installation

$ npx skills add full-stack-skills/threejs-skills --skill threejs-loaders

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from full-stack-skills/threejs-skills · top by installs.

npx skills add full-stack-skills/threejs-skills

Browse all from full-stack-skills/threejs-skills

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 5
License LICENSE
Default branch main
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,897 B
  • docs SUMMARY.md 461 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 204 installs

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](examples/workflow-gltf-draco.md).

Doc map (official)

Extended list: [references/official-sections.md](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

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

  • 不相关的技术栈或框架
  • 需要完全自定义的特殊场景

常见陷阱 (Gotchas)

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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。