THREE.CubeTexture using THREE.CompressedTexture

After applying the mentioned fix to WebGLTextures, I can load your textures with this app-level code:

<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - materials - cube reflection / refraction [Walt]</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
	</head>
	<body>

		<div id="container"></div>
		<div id="info">
			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - cube mapping demo.<br />
			Texture by <a href="http://www.humus.name/index.php?page=Textures" target="_blank" rel="noopener">Humus</a>, Walt Disney head by <a href="http://davidoreilly.com/post/18087489343/disneyhead" target="_blank" rel="noopener">David OReilly</a>
		</div>

		<script src="./three.js"></script>

		<script src="./OrbitControls.js"></script>

		<script src="./OBJLoader.js"></script>
		<script src="./KTXLoader.js"></script>

		<script src="./WebGL.js"></script>
		<script src="./stats.min.js"></script>

		<script>

			if ( WEBGL.isWebGLAvailable() === false ) {

				document.body.appendChild( WEBGL.getWebGLErrorMessage() );

			}

			var container, stats;

			var camera, scene, renderer;

			var pointLight;

			function onTextureLoaded(textureData){
				console.log(textureData);
				images.push(textureData);
				ctr ++;
				if (ctr == 6){
					reflectionCube = new THREE.CubeTexture(images);
					refractionCube = new THREE.CubeTexture(images);

					reflectionCube.format = reflectionCube.images[ 0 ].format;
					refractionCube.format = refractionCube.images[ 0 ].format;

					reflectionCube.generateMipmaps = false;
					refractionCube.generateMipmaps = false;

					reflectionCube.minFilter = THREE.LinearFilter;
					refractionCube.minFilter = THREE.LinearFilter;

					reflectionCube.needsUpdate = true;
					refractionCube.needsUpdate = true;

					init();
					animate();
				}
			}

			var path = 'SwedishRoyalCastle/';
			var format = '.ktx';
			var urls = [
				path + 'px' + format, path + 'nx' + format,
				path + 'py' + format, path + 'ny' + format,
				path + 'pz' + format, path + 'nz' + format
			];
			var ctr = 0;
			var images = [];
			var loader = new THREE.KTXLoader();
			var reflectionCube, refractionCube;
			for (var i = 0; i<urls.length; i++){
				loader.load(urls[i], onTextureLoaded);
			}


			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
				camera.position.z = 2000;

				refractionCube.mapping = THREE.CubeRefractionMapping;

				scene = new THREE.Scene();
				scene.background = reflectionCube;

				//lights
				var ambient = new THREE.AmbientLight( 0xffffff );
				scene.add( ambient );

				pointLight = new THREE.PointLight( 0xffffff, 2 );
				scene.add( pointLight );

				//materials
				var cubeMaterial3 = new THREE.MeshLambertMaterial( { color: 0xff6600, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3 } );
				var cubeMaterial2 = new THREE.MeshLambertMaterial( { color: 0xffee00, envMap: refractionCube, refractionRatio: 0.95 } );
				var cubeMaterial1 = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } );

				//models
				var objLoader = new THREE.OBJLoader();

				objLoader.setPath( 'walt/' );
				objLoader.load( 'WaltHead.obj', function ( object ) {

					var head = object.children[ 0 ];

					head.scale.multiplyScalar( 15 );
					head.position.y = - 500;
					head.material = cubeMaterial1;

					var head2 = head.clone();
					head2.position.x = - 900;
					head2.material = cubeMaterial2;

					var head3 = head.clone();
					head3.position.x = 900;
					head3.material = cubeMaterial3;

					scene.add( head, head2, head3 );

				} );

				//renderer
				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				//controls
				var controls = new THREE.OrbitControls( camera, renderer.domElement );
				controls.enableZoom = false;
				controls.enablePan = false;
				controls.minPolarAngle = Math.PI / 4;
				controls.maxPolarAngle = Math.PI / 1.5;

				//stats
				stats = new Stats();
				container.appendChild( stats.dom );

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				requestAnimationFrame( animate );
				render();

			}

			function render() {

				renderer.render( scene, camera );
				stats.update();

			}

		</script>

	</body>
</html>

As you can see, it’s necessary to apply some configurations to CubeTexture in onTextureLoaded(). The code looks similar to what happens in HDRCubeTextureLoader.

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