GLB file is not loading up and displaying

I am very new to blender and three.js. So I am trying to figure this problem out. I have watched and read many discussions and issues but none have ended up fixing mine.

I have validated the glb file in https://gltf-viewer.donmccurdy.com/ and it comes up perfectly.

Though when I run a live server to the web to view it; it won’t come up. My code is in Visual Studio Code:

import './style.css'
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import * as dat from 'dat.gui'
import { GLTFLoader } from 'three/examples/jsm/controls/OrbitControls.js'

const loader = new GLTFLoader()
loader.load( 'tooth.glb', function ( gltf ) {
    scene.add( gltf.scene );
}, undefined, function ( error ) {

	console.error( error );

} );

// Debug
const gui = new dat.GUI()

// Canvas
const canvas = document.querySelector('canvas.webgl')

// Scene
const scene = new THREE.Scene()




// Lights

const pointLight = new THREE.PointLight(0xffffff, 0.1)
pointLight.position.x = 2
pointLight.position.y = 3
pointLight.position.z = 4
scene.add(pointLight)

/**
 * Sizes
 */
const sizes = {
    width: window.innerWidth,
    height: window.innerHeight
}

window.addEventListener('resize', () =>
{
    // Update sizes
    sizes.width = window.innerWidth
    sizes.height = window.innerHeight

    // Update camera
    camera.aspect = sizes.width / sizes.height
    camera.updateProjectionMatrix()

    // Update renderer
    renderer.setSize(sizes.width, sizes.height)
    renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
})

/**
 * Camera
 */
// Base camera
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 100)
camera.position.x = 0
camera.position.y = 0
camera.position.z = 2
scene.add(camera)

// Controls
// const controls = new OrbitControls(camera, canvas)
// controls.enableDamping = true

/**
 * Renderer
 */
const renderer = new THREE.WebGLRenderer({
    canvas: canvas
})
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))

/**
 * Animate
 */

const clock = new THREE.Clock()

const tick = () =>
{

    const elapsedTime = clock.getElapsedTime()

    // Update Orbital Controls
    // controls.update()

    // Render
    renderer.render(scene, camera)

    // Call tick again on the next frame
    window.requestAnimationFrame(tick)
}

tick()

Is anything logged to the console?

Yes, I am receiving this

tells you the import is wrong

Thank you, looks like I may have fixed that issue, but now I am getting