If a web or content server does not set a Content-Length header in the response, xhr.lengthComputable is false since it’s impossible to compute the current amount of loaded data.
The thing is…the glTF file is so small that it is more or less instantly loaded. In order to keep track of all pending resources (like textures), use THREE.LoadingManager.
I think the problem above is that you initiate loading 3 files, but those files themselves reference other files. For example, glTF can reference .bin or texture files. The LoadingManager doesn’t know about those extra resources until the first resources have come back.
You can do some “hacks” when displaying the progress bar to make this look smooth. Or, consider packing your glTF and its resources into a single GLB: https://glb-packer.glitch.me/. That may still show some extra requests (used internally to parse embedded texture objects) but should be closer to what you’d expect.
Ah no wonder hahaha… makes sense if they reference other files.
Ill do a small “work around” then, just never knew they could reference to other files within the glTF file.