text: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  import {
  	RGBAFormat,
  	RGBFormat
  } from '../constants.js'
  import { ImageLoader } from './ImageLoader.js'
  import { Texture } from '../textures/Texture.js'
  import { DefaultLoadingManager } from './LoadingManager.js'
  
  function TextureLoader( manager ) {
  
  	this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  
  }
  
  Object.assign( TextureLoader.prototype, {
  
  	crossOrigin: 'anonymous',
  
  	load: function ( url, onLoad, onProgress, onError ) {
  
  		var texture = new Texture();
  
  		var loader = new ImageLoader( this.manager );
  		loader.setCrossOrigin( this.crossOrigin );
  		loader.setPath( this.path );
  
  		loader.load( url, function ( image ) {
  
  			texture.image = image;
  
  			// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  			var isJPEG = url.search( /\.jpe?g$/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  
  			texture.format = isJPEG ? RGBFormat : RGBAFormat;
  			texture.needsUpdate = true;
  
  			if ( onLoad !== undefined ) {
  
  				onLoad( texture );
  
  			}
  
  		}, onProgress, onError );
  
  		return texture;
  
  	},
  
  	setCrossOrigin: function ( value ) {
  
  		this.crossOrigin = value;
  		return this;
  
  	},
  
  	setPath: function ( value ) {
  
  		this.path = value;
  		return this;
  
  	}
  
  } );
  
  ;
  
  export { TextureLoader }
  