Description of the problem
The PCDLoader doesn’t handle errors well. If there’s an error when parsing, the error handler passed in is not called and the resulting exception is only caught by a global process handler. This may apply to all loaders as if there’s an error in the setTimeout
method used for loading there’s no way to catch that exception.
var url = 'https://threejs.org/examples/textures/sprites/disc.png';
var loader = new THREE.PCDLoader().load(
url,
() => alert('something loaded'),
() => {},
() => alert('error handler - never gets called')
);
Three.js version
- r91
Browser
- All of them
- Chrome
- Firefox
- Internet Explorer
OS
- All of them
- Windows
- macOS
- Linux
- Android
- iOS
Hardware Requirements (graphics card, VR Device, …)
any
Sure. Why not? I’ll get something up later today