The running app instance.
Type of the resource the handler handles.
Sets the number of times to retry a failed request for the resource.
Sets the number of times to retry a failed request for the resource.
Either the URL of the resource to load or a structure containing the load and original URL.
The callback used when the resource is loaded or an error occurs.
Optional
asset: AssetOptional asset that is passed by ResourceLoader.
The URL of the resource to open.
The raw resource data passed by callback from ResourceHandler#load.
Optional
asset: AssetOptional asset that is passed by ResourceLoader.
The parsed resource data.
The patch function performs any operations on a resource that requires a dependency on its asset data or any other asset data. The base implementation does nothing.
The asset to patch.
The asset registry.
Loads files that contain multiple resources. For example glTF files can contain textures, models and animations.
For glTF files, the asset options object can be used to pass load time callbacks for handling the various resources at different stages of loading. The table below lists the resource types and the corresponding supported process functions.
Additional options that can be passed for glTF files: [options.morphPreserveData] - When true, the morph target keeps its data passed using the options, allowing the clone operation. [options.morphPreferHighPrecision] - When true, high precision storage for morph targets should be preferred. This is faster to create and allows higher precision, but takes more memory and might be slower to render. Defaults to false. [options.skipMeshes] - When true, the meshes from the container are not created. This can be useful if you only need access to textures or animations and similar.
For example, to receive a texture preprocess callback: