load( url, onLoad, onProgress, onError ) {

		if ( this.path !== undefined ) url = this.path + url;

		url = this.manager.resolveURL( url );

		const scope = this;

		const cached = Cache.get( url );

		if ( cached !== undefined ) {

			scope.manager.itemStart( url );

			setTimeout( function () {

				if ( onLoad ) onLoad( cached );

				scope.manager.itemEnd( url );

			}, 0 );

			return cached;

		}

		const image = createElementNS( 'img' );

		function onImageLoad() {

			removeEventListeners();

			Cache.add( url, this );

			if ( onLoad ) onLoad( this );

			scope.manager.itemEnd( url );

		}

		function onImageError( event ) {

			removeEventListeners();

			if ( onError ) onError( event );

			scope.manager.itemError( url );
			scope.manager.itemEnd( url );

		}

		function removeEventListeners() {

			image.removeEventListener( 'load', onImageLoad, false );
			image.removeEventListener( 'error', onImageError, false );

		}

		image.addEventListener( 'load', onImageLoad, false );
		image.addEventListener( 'error', onImageError, false );

		if ( url.slice( 0, 5 ) !== 'data:' ) {

			if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

		}

		scope.manager.itemStart( url );

		image.src = url;

		return image;

	}
Starts loading from the given URL and passes the loaded image
to the `onLoad()` callback. The method also returns a new `Image` object which can
directly be used for texture 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(Image)} onLoad - Executed when the loading process has been finished.
@param {onProgressCallback} onProgress - Unsupported in this loader.
@param {onErrorCallback} onError - Executed when errors occur.
@return {Image} The image.