How to use the TextureLoader function from three

Find comprehensive JavaScript three.TextureLoader code examples handpicked from public code repositorys.

three.TextureLoader is a class in the Three.js library that loads image files as textures for use in 3D scenes.

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SpaceObject.prototype.createSprite = function () {
    if (!this._options.textureUrl) {
        throw new Error('Cannot create sprite without a textureUrl');
    }
    var fullTextureUrl = (0, util_1.getFullTextureUrl)(this._options.textureUrl, this._context.options.basePath);
    var texture = new THREE.TextureLoader().load(fullTextureUrl);
    texture.encoding = THREE.LinearEncoding;
    var sprite = new THREE.Sprite(new THREE.SpriteMaterial({
        map: texture,
        blending: THREE.AdditiveBlending,
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        }

        // console.log( fbxTree );

        var textureLoader = new THREE.TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );

        return new FBXTreeParser( textureLoader ).parse( fbxTree );

}
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+ 21 other calls in file

How does three.TextureLoader work?

three.TextureLoader is a class in the Three.js library that loads image files from a URL and creates a texture object that can be used as a material for 3D objects in a scene. When a new TextureLoader instance is created, you can use the load() method to load an image file and create a Texture object. The load() method takes a single argument, which is the URL of the image file to be loaded. Once the Texture object is created, it can be assigned to the map property of a MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, or other types of materials to give the material a textured appearance when applied to a 3D object.

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const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
controls.enableZoom = false;

const textureLoader = new THREE.TextureLoader();
scene.background = textureLoader.load('assets/dust_scratches.png');
scene.background.wrapS = THREE.RepeatWrapping;
scene.background.wrapT = THREE.RepeatWrapping;
scene.background.repeat.set( 2, 2 );
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let renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true });
let scene = new THREE.Scene();
let camera = window.getViewMatrix ? new HolographicCamera() : new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000);
let raycaster = new THREE.Raycaster();
let clock = new THREE.Clock();
let loader = new THREE.TextureLoader();
let material = new THREE.MeshStandardMaterial({ vertexColors: THREE.VertexColors, map: new THREE.DataTexture(new Uint8Array(3).fill(255), 1, 1, THREE.RGBFormat) });

let ambientLight = new THREE.AmbientLight(0xFFFFFF, 0.8);
let directionalLight = new THREE.DirectionalLight(0xFFFFFF, 0.5);
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Ai Example

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import * as THREE from "three";

const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("path/to/texture.jpg");

This creates a new instance of THREE.TextureLoader, and uses it to load a texture from the specified path. The load() method returns the loaded texture, which can then be used in a THREE.Mesh or other objects that use textures.

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Ground.prototype.endCreditsStarted = function () {
  this.hideRain();
};

Ground.prototype.addEmitterRipples = function () {
  this.emitterRipples = this.particleSystemRipples.createParticleEmitter(new THREE.TextureLoader().load('textures/magicOver.png'));
  this.emitterRipples.setTranslation(0, 0.1, 0);
  this.emitterRipples.setState(THREE.NormalBlending);
  this.emitterRipples.setColorRamp(
    [1, 1, 1, 1,
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window.THREE = THREE;
require('../../node_modules/three/examples/js/loaders/OBJLoader');

var config = require('../../config');

var textureLoader = new THREE.TextureLoader();
var urlPath = location.pathname;
var dotsNormalMap = textureLoader.load(urlPath + 'assets/images/dots-normal-map-resized.jpg');

var loader = new THREE.OBJLoader();
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// console.log( FBXTree );

var connections = parseConnections( FBXTree );
var images = parseImages( FBXTree );
var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
var materials = parseMaterials( FBXTree, textures, connections );
var deformers = parseDeformers( FBXTree, connections );
var geometryMap = parseGeometries( FBXTree, connections, deformers );
var sceneGraph = parseScene( FBXTree, connections, deformers.skeletons, geometryMap, materials );
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var promises = {};

Object.keys(urls).forEach(function(key){
  promises[key] = new Promise(function(resolve) {
    var loader = new THREE.TextureLoader();
      loader.load(urls[key],
        function(texture) {
          resolve(texture);
        },
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  }
}

static create3d(group, url, center) {
  let scale = 10
  let texture = new THREE.TextureLoader().load(url)
  let material = new THREE.SpriteMaterial({ map: texture, transparent: true, alphaTest: 0.5 })
  let logo = new THREE.Sprite(material)
  logo.name = 'logo'
  logo.scale.set(scale, scale, scale)
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this.cache = new GLTFRegistry();

// BufferGeometry caching
this.primitiveCache = {};

this.textureLoader = new THREE.TextureLoader(this.options.manager);
this.textureLoader.setCrossOrigin(this.options.crossOrigin);

this.fileLoader = new THREE.FileLoader(this.options.manager);
this.fileLoader.setResponseType("arraybuffer");
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        MultiplyBlending: THREE.MultiplyBlending,
        CustomBlending: THREE.CustomBlending
};

var _color = new THREE.Color();
var _textureLoader = new THREE.TextureLoader();
var _materialLoader = new THREE.MaterialLoader();

function initMaterials( materials, texturePath, crossOrigin, manager ) {
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const isFirefox = navigator.userAgent.indexOf( 'Firefox' ) > - 1;
const firefoxVersion = isFirefox ? navigator.userAgent.match( /Firefox\/([0-9]+)\./ )[ 1 ] : - 1;

if ( typeof createImageBitmap === 'undefined' || isSafari || isFirefox && firefoxVersion < 98 ) {

    this.textureLoader = new THREE.TextureLoader( this.options.manager );

} else {

    this.textureLoader = new THREE.ImageBitmapLoader( this.options.manager );
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}

var FBXTree = new TextParser().parse( FBXText );

var connections = parseConnections( FBXTree );
var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ) );
var materials = parseMaterials( FBXTree, textures, connections );
var deformers = parseDeformers( FBXTree, connections );
var geometryMap = parseGeometries( FBXTree, connections, deformers );
var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
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+ 15 other calls in file

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var loader = THREE.Loader.Handlers.get( url );
var manager = ( this.manager !== undefined ) ? this.manager : THREE.DefaultLoadingManager;

if ( loader === null ) {

	loader = new THREE.TextureLoader( manager );

}

if ( loader.setCrossOrigin ) loader.setCrossOrigin( this.crossOrigin );
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 * @param {THREE.LoadingManager} manager
 */
class MaterialBuilder {
    constructor(manager) {
        this.manager = manager;
        this.textureLoader = new three_1.TextureLoader(this.manager);
        this.tgaLoader = null; // lazy generation
        this.crossOrigin = 'anonymous';
        this.resourcePath = undefined;
    }
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const SCENE = new THREE.Scene();
SCENE.background = new THREE.Color( BG_COLOR ).convertSRGBToLinear();
const CAMERA = new THREE.PerspectiveCamera( 75, rendCanvas.clientWidth / rendCanvas.clientHeight, 0.1, 1000);


//load a texture loader
var loader = new THREE.TextureLoader(  );
loader.crossOrigin = true;


//add a light
const ambientLight = new THREE.AmbientLight(0xffffff, 0.9);
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cameraLastPos: new THREE.Vector3(0, 0, 0),

// Loaders
OBJLoader: new THREE.OBJLoader(),
textureLoader: new THREE.TextureLoader(),


initialize: function () {
    // replace icons
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  loader: THREE.AudioLoader
}, {
  key: 'tex-id',
  // url: './id.png',
  url: './static/id.png',
  loader: THREE.TextureLoader
}, {
  key: 'file-vs',
  url: './glsl/vert.glsl',
  loader: THREE.FileLoader
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// obj_smt_01.material = material;
obj_smt_01.scale.set(.08, .08, .08);

const skin_texture = {
    map: new THREE.TextureLoader().load(settings.smt_01.dir_texture + settings.smt_01.skin_texture.base_color),
    metalnessMap: new THREE.TextureLoader().load(settings.smt_01.dir_texture + settings.smt_01.skin_texture.metallic),
    normalMap: new THREE.TextureLoader().load(settings.smt_01.dir_texture + settings.smt_01.skin_texture.normal),
    roughnessMap: new THREE.TextureLoader().load(settings.smt_01.dir_texture + settings.smt_01.skin_texture.roughness),
    aoMap: new THREE.TextureLoader().load(settings.smt_01.dir_texture + settings.smt_01.skin_texture.ambient_occlusion),
}
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 * Texture encoding used to have the right color of the .glb model + have an alpha channel
 */
textureEncoding: THREE.sRGBEncoding,

addEquiRectangularMap(path, renderer, scene) {
  const loader = new THREE.TextureLoader();
  const texture = loader.load(path, () => {
    const rt = new THREE.WebGLCubeRenderTarget(texture.image.height);
    rt.fromEquirectangularTexture(renderer, texture);
    scene.background = rt.texture;
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three.Vector3 is the most popular function in three (22341 examples)