Ah, I stumbled over that post a while ago. As far as I can tell, it’s only about loading the textures themselves (as in the BasisTexture Loader example I integrated in the reproduction, which actually works). I guess my question then is: How did you connect the BasisTextureLoader with your GLTFLoader?
I wanted to use the extension “GOOGLE_texture_basis”, which they also use in their example. It will most likely be replaced, but from what I can tell, this might be the standard right now. My idea was that the extesion can signal which textureloader should be used. The problem is, I can’t tell which step does not work, since at least the basis texture is loaded and some texture is in the map channel of the material, but it does not show in the renderer.