<!-- NEW6 — TEST 6 · THE FIVE SHORES · part 234 -->
rial creation. If you do it this way, the cube texture
	 * may pop up in your scene once the respective loading process is finished.
	 *
	 * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
	 * cube texture. The urls should be specified in the following order: pos-x,
	 * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
	 * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
	 * @param {onProgressCallback} onProgress - Unsupported in this loader.
	 * @param {onErrorCallback} onError - Executed when errors occur.
	 * @return {CubeTexture} The cube texture.
	 */
	load( urls, onLoad, onProgress, onError ) {

		const texture = new CubeTexture();
		texture.colorSpace = SRGBColorSpace;

		const loader = new ImageLoader( this.manager );
		loader.setCrossOrigin( this.crossOrigin );
		loader.setPath( this.path );

		let loaded = 0;

		function loadTexture( i ) {

			loader.load( urls[ i ], function ( image ) {

				texture.images[ i ] = image;

				loaded ++;

				if ( loaded === 6 ) {

					texture.needsUpdate = true;

					if ( onLoad ) onLoad( texture );

				}

			}, undefined, onError );

		}

		for ( let i = 0; i < urls.length; ++ i ) {

			loadTexture( i );

		}

		return texture;

	}

}

/**
 * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
 * Textures are internally loaded via {@link FileLoader}.
 *
 * Derived classes have to implement the `parse()` method which holds the parsing
 * for the respective format.
 *
 * @abstract
 * @augments Loader
 */
class DataTextureLoader extends Loader {

	/**
	 * Constructs a new data texture loader.
	 *
	 * @param {LoadingManager} [manager] - The loading manager.
	 */
	constructor( manager ) {

		super( manager );

	}

	/**
	 * Starts loading from the given URL and passes the loaded data texture
	 * to the `onLoad()` callback. The method also returns a new texture object which can
	 * directly be used for material creation. If you do it this way, the texture
	 * may pop up in your scene once the respective loading process is finished.
	 *
	 * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
	 * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
	 * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
	 * @param {onErrorCallback} onError - Executed when errors occur.
	 * @return {DataTexture} The data texture.
	 */
	load( url, onLoad, onProgress, onError ) {

		const scope = this;

		const texture = new DataTexture();

		const loader = new FileLoader( this.manager );
		loader.setResponseType( 'arraybuffer' );
		loader.setRequestHeader( this.requestHeader );
		loader.setPath( this.path );
		loader.setWithCredentials( scope.withCredentials );
		loader.load( url, function ( buffer ) {

			let texData;

			try {

				texData = scope.parse( buffer );

			} catch ( e ) {

				if ( onError !== undefined ) {

					onError( e );

				} else {

					error( e );

				}

				return;

			}

			scope._applyTexData( texture, texData );

			if ( onLoad ) onLoad( texture, texData );

		}, onProgress, onError );


		return texture;

	}

	/**
	 * Parses the given buffer and returns a configured data texture. Use this method
	 * for parsing texture data that is already in memory (e.g. drag and drop or data
	 * loaded from a server) without going through {@link DataTextureLoader#load}.
	 *
	 * @param {ArrayBuffer} buffer - The raw texture data.
	 * @return {DataTexture} The data texture.
	 */
	createDataTexture( buffer ) {

		const texture = new DataTexture();

		this._applyTexData( texture, this.parse( buffer ) );

		return texture;

	}

	/**
	 * Applies the given parsed texture data to the given data texture.
	 *
	 * @private
	 * @param {DataTexture} texture - The data texture.
	 * @param {DataTextureLoader~TexData} texData - The parsed texture data.
	 */
	_applyTexData( texture, texData ) {

		if ( texData.image !== undefined ) {

			texture.image = texData.image;

		} else if ( texData.data !== undefined ) {

			texture.image.width = texData.width;
			texture.image.height = texData.height;
			texture.image.data = texData.data;

		}

		texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
		texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;

		texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
		texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;

		texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;

		if ( texData.colorSpace !== undefined ) {

			texture.colorSpace = texData.colorSpace;

		}

		if ( texData.flipY !== undefined ) {

			texture.flipY = texData.flipY;

		}

		if ( texData.format !== undefined ) {

			texture.format = texData