We are using a glTF extension to intercept the images array in the GLTFLoader, since the textures will change based on data inputs. One thing we’d like to do is capture errors if our code incorrectly tries to fetch an image that does not exist. But the GLTFLoader happily loads in the black and red fallback texture and does not throw any errors.
Is there an easy way to catch errors in loading images with the GLTFLoader?