I am currently loading a cube map using the handy CubeTextureLoader
function, pass in an array of PNGs stored as data URLs and things work as expected:
scene.background = new THREE.CubeTextureLoader().load(img_urls);
The images are large (up to 4k x 4k) and the C++ code that generates the PNG files takes too long to encode and write them - sometimes 4-5 seconds. I changed my code to write the data URLs as uncompressed Targa (TGA) files which takes just a few milliseconds but the CubeTextureLoader
appears to refuse to load them - there is no error in the console but they are not loaded into the scene as I would expect.
Should this work? I realize TGA is an ancient format but for this unusual use-case, it was perfect.