function load(url, onLoad, onProgress, onError) {
	
	    // todo: unify load API to for easier SceneLoader use
	
	    var texturePath = this.texturePath || _three2['default'].Loader.prototype.extractUrlBase(url);
	    var binaryPath = this.binaryPath || _three2['default'].Loader.prototype.extractUrlBase(url);
	
	    // #1 load JS part via web worker
	
	    var scope = this;
	
	    var jsonloader = new _three2['default'].XHRLoader(this.manager);
	    jsonloader.load(url, function (data) {
	
	      var json = JSON.parse(data);
	
	      var bufferUrl = binaryPath + json.buffers;
	
	      var bufferLoader = new _three2['default'].XHRLoader(scope.manager);
	      bufferLoader.setResponseType('arraybuffer');
	      bufferLoader.load(bufferUrl, function (bufData) {
	
	        // IEWEBGL needs this ???
	        //buffer = ( new Uint8Array( xhr.responseBody ) ).buffer;
	
	        //// iOS and other XMLHttpRequest level 1 ???
	
	        scope.parse(bufData, onLoad, texturePath, json.materials);
	      }, onProgress, onError);
	    }, onProgress, onError);
	  }
//		- binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
binaryPath ( optional : if not specified binary file will be assumed to be in the same folder as JS model file )
function load(url, onLoad, onProgress, onError) {
	    var texturePath = this.texturePath || _three2['default'].Loader.prototype.extractUrlBase(url);
	    var binaryPath = this.binaryPath || _three2['default'].Loader.prototype.extractUrlBase(url);
	    var scope = this;
	    var jsonloader = new _three2['default'].XHRLoader(this.manager);
	    jsonloader.load(url, function (data) {
	      var json = JSON.parse(data);
	      var bufferUrl = binaryPath + json.buffers;
	      var bufferLoader = new _three2['default'].XHRLoader(scope.manager);
	      bufferLoader.setResponseType('arraybuffer');
	      bufferLoader.load(bufferUrl, function (bufData) {
	        scope.parse(bufData, onLoad, texturePath, json.materials);
	      }, onProgress, onError);
	    }, onProgress, onError);
	  }
function load ( url , onLoad , onProgress , onError ) { var texturePath = this . texturePath || _three2 [ 'default' ] . Loader . prototype . extractUrlBase ( url ) ; var binaryPath = this . binaryPath || _three2 [ 'default' ] . Loader . prototype . extractUrlBase ( url ) ; var scope = this ; var jsonloader = new _three2 [ 'default' ] . XHRLoader ( this . manager ) ; jsonloader . load ( url , function ( data ) { var json = JSON . parse ( data ) ; var bufferUrl = binaryPath + json . buffers ; var bufferLoader = new _three2 [ 'default' ] . XHRLoader ( scope . manager ) ; bufferLoader . setResponseType ( 'arraybuffer' ) ; bufferLoader . load ( bufferUrl , function ( bufData ) { scope . parse ( bufData , onLoad , texturePath , json . materials ) ; } , onProgress , onError ) ; } , onProgress , onError ) ; }
binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
binaryPath ( optional : if not specified binary file will be assumed to be in the same folder as JS model file )
// todo: unify load API to for easier SceneLoader use // #1 load JS part via web worker // IEWEBGL needs this ??? //buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; //// iOS and other XMLHttpRequest level 1 ???