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Loader

ImageLoader

A loader for loading an Image. This is used internally by the CubeTextureLoader, ObjectLoader and TextureLoader.

Code Example

// instantiate a loader const loader = new THREE.ImageLoader(); // load a
image resource loader.load( // resource URL 'textures/skyboxsun25degtest.png',
// onLoad callback function ( image ) { // use the image, e.g. draw part of it
on a canvas const canvas = document.createElement( 'canvas' ); const context =
canvas.getContext( '2d' ); context.drawImage( image, 100, 100 ); }, //
onProgress callback currently not supported undefined, // onError callback
function () { console.error( 'An error happened.' ); } );

Please note three.js r84 dropped support for ImageLoader progress events. For an ImageLoader that supports progress events, see this thread.

Examples

[example:webgl_loader_obj WebGL / loader / obj]
[example:webgl_shaders_ocean WebGL / shaders / ocean]

Constructor

ImageLoader

function ImageLoader( manager: LoadingManager ): void;  

manager — The loadingManager for the loader to use. Default is THREE.DefaultLoadingManager.

Creates a new ImageLoader.

Properties

See the base Loader class for common properties.

Methods

See the base Loader class for common methods.

load

function load( url: String, onLoad: Function, onProgress: Function, onError:
Function ): HTMLImageElement;

url — the path or URL to the file. This can also be a Data URI.
onLoad — Will be called when load completes. The argument will be the loaded image.
onProgress (optional) — This callback function is currently not supported.
onError (optional) — Will be called when load errors.

Begin loading from url and return the image object that will contain the data.

Source

src/loaders/ImageLoader.js