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GeometryUtils.clone() to geometry.clone()

Mr.doob 13 лет назад
Родитель
Сommit
95238b00de
4 измененных файлов с 34508 добавлено и 34524 удалено
  1. 34450 34446
      build/three.js
  2. 22 22
      build/three.min.js
  3. 35 1
      src/core/Geometry.js
  4. 1 55
      src/extras/GeometryUtils.js

+ 34450 - 34446
build/three.js

@@ -1,35246 +1,35250 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author Larry Battle / http://bateru.com/news
+ */
+
+var THREE = THREE || { REVISION: '53dev' };
+
+self.console = self.console || {
+
+	info: function () {},
+	log: function () {},
+	debug: function () {},
+	warn: function () {},
+	error: function () {}
+
+};
+
+self.Int32Array = self.Int32Array || Array;
+self.Float32Array = self.Float32Array || Array;
+
+// Shims for "startsWith", "endsWith", and "trim" for browsers where this is not yet implemented
+// not sure we should have this, or at least not have it here
+
+// http://stackoverflow.com/questions/646628/javascript-startswith
+// http://stackoverflow.com/questions/498970/how-do-i-trim-a-string-in-javascript
+// http://wiki.ecmascript.org/doku.php?id=harmony%3astring_extras
+
+String.prototype.startsWith = String.prototype.startsWith || function ( str ) {
+
+	return this.slice( 0, str.length ) === str;
+
+};
+
+String.prototype.endsWith = String.prototype.endsWith || function ( str ) {
+
+	var t = String( str );
+	var index = this.lastIndexOf( t );
+	return ( -1 < index && index ) === (this.length - t.length);
+
+};
+
+String.prototype.trim = String.prototype.trim || function () {
+
+	return this.replace( /^\s+|\s+$/g, '' );
+
+};
+
+
+// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
+// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
+
+// requestAnimationFrame polyfill by Erik Möller
+// fixes from Paul Irish and Tino Zijdel
+
+( function () {
+
+	var lastTime = 0;
+	var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
+
+	for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
+
+		window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
+		window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
+
+	}
+
+	if ( window.requestAnimationFrame === undefined ) {
+
+		window.requestAnimationFrame = function ( callback, element ) {
+
+			var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
+			var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
+			lastTime = currTime + timeToCall;
+			return id;
+
+		};
+
+	}
+
+	window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };
+
+}() );
+
+
+// MATERIAL CONSTANTS
+
+// side
+
+THREE.FrontSide = 0;
+THREE.BackSide = 1;
+THREE.DoubleSide = 2;
+
+// shading
+
+THREE.NoShading = 0;
+THREE.FlatShading = 1;
+THREE.SmoothShading = 2;
+
+// colors
+
+THREE.NoColors = 0;
+THREE.FaceColors = 1;
+THREE.VertexColors = 2;
+
+// blending modes
+
+THREE.NoBlending = 0;
+THREE.NormalBlending = 1;
+THREE.AdditiveBlending = 2;
+THREE.SubtractiveBlending = 3;
+THREE.MultiplyBlending = 4;
+THREE.CustomBlending = 5;
+
+// custom blending equations
+// (numbers start from 100 not to clash with other
+//  mappings to OpenGL constants defined in Texture.js)
+
+THREE.AddEquation = 100;
+THREE.SubtractEquation = 101;
+THREE.ReverseSubtractEquation = 102;
+
+// custom blending destination factors
+
+THREE.ZeroFactor = 200;
+THREE.OneFactor = 201;
+THREE.SrcColorFactor = 202;
+THREE.OneMinusSrcColorFactor = 203;
+THREE.SrcAlphaFactor = 204;
+THREE.OneMinusSrcAlphaFactor = 205;
+THREE.DstAlphaFactor = 206;
+THREE.OneMinusDstAlphaFactor = 207;
+
+// custom blending source factors
+
+//THREE.ZeroFactor = 200;
+//THREE.OneFactor = 201;
+//THREE.SrcAlphaFactor = 204;
+//THREE.OneMinusSrcAlphaFactor = 205;
+//THREE.DstAlphaFactor = 206;
+//THREE.OneMinusDstAlphaFactor = 207;
+THREE.DstColorFactor = 208;
+THREE.OneMinusDstColorFactor = 209;
+THREE.SrcAlphaSaturateFactor = 210;
+
+
+// TEXTURE CONSTANTS
+
+THREE.MultiplyOperation = 0;
+THREE.MixOperation = 1;
+THREE.AddOperation = 2;
+
+// Mapping modes
+
+THREE.UVMapping = function () {};
+
+THREE.CubeReflectionMapping = function () {};
+THREE.CubeRefractionMapping = function () {};
+
+THREE.SphericalReflectionMapping = function () {};
+THREE.SphericalRefractionMapping = function () {};
+
+// Wrapping modes
+
+THREE.RepeatWrapping = 1000;
+THREE.ClampToEdgeWrapping = 1001;
+THREE.MirroredRepeatWrapping = 1002;
+
+// Filters
+
+THREE.NearestFilter = 1003;
+THREE.NearestMipMapNearestFilter = 1004;
+THREE.NearestMipMapLinearFilter = 1005;
+THREE.LinearFilter = 1006;
+THREE.LinearMipMapNearestFilter = 1007;
+THREE.LinearMipMapLinearFilter = 1008;
+
+// Data types
+
+THREE.UnsignedByteType = 1009;
+THREE.ByteType = 1010;
+THREE.ShortType = 1011;
+THREE.UnsignedShortType = 1012;
+THREE.IntType = 1013;
+THREE.UnsignedIntType = 1014;
+THREE.FloatType = 1015;
+
+// Pixel types
+
+//THREE.UnsignedByteType = 1009;
+THREE.UnsignedShort4444Type = 1016;
+THREE.UnsignedShort5551Type = 1017;
+THREE.UnsignedShort565Type = 1018;
+
+// Pixel formats
+
+THREE.AlphaFormat = 1019;
+THREE.RGBFormat = 1020;
+THREE.RGBAFormat = 1021;
+THREE.LuminanceFormat = 1022;
+THREE.LuminanceAlphaFormat = 1023;
+
+// Compressed texture formats
+
+THREE.RGB_S3TC_DXT1_Format = 2001;
+THREE.RGBA_S3TC_DXT1_Format = 2002;
+THREE.RGBA_S3TC_DXT3_Format = 2003;
+THREE.RGBA_S3TC_DXT5_Format = 2004;
+
+/*
+// Potential future PVRTC compressed texture formats
+THREE.RGB_PVRTC_4BPPV1_Format = 2100;
+THREE.RGB_PVRTC_2BPPV1_Format = 2101;
+THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
+THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+*/
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Clock = function ( autoStart ) {
+
+	this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+
+	this.startTime = 0;
+	this.oldTime = 0;
+	this.elapsedTime = 0;
+
+	this.running = false;
+
+};
+
+THREE.Clock.prototype.start = function () {
+
+	this.startTime = Date.now();
+	this.oldTime = this.startTime;
+
+	this.running = true;
+
+};
+
+THREE.Clock.prototype.stop = function () {
+
+	this.getElapsedTime();
+
+	this.running = false;
+
+};
+
+THREE.Clock.prototype.getElapsedTime = function () {
+
+	this.elapsedTime += this.getDelta();
+
+	return this.elapsedTime;
+
+};
+
+
+THREE.Clock.prototype.getDelta = function () {
+
+	var diff = 0;
+
+	if ( this.autoStart && ! this.running ) {
+
+		this.start();
+
+	}
+
+	if ( this.running ) {
+
+		var newTime = Date.now();
+		diff = 0.001 * ( newTime - this.oldTime );
+		this.oldTime = newTime;
+
+		this.elapsedTime += diff;
+
+	}
+
+	return diff;
+
+};/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Color = function ( hex ) {
+
+	if ( hex !== undefined ) this.setHex( hex );
+
+	return this;
+
+};
+
+THREE.Color.prototype = {
+
+	constructor: THREE.Color,
+
+	r: 1, g: 1, b: 1,
+
+	copy: function ( color ) {
+
+		this.r = color.r;
+		this.g = color.g;
+		this.b = color.b;
+
+		return this;
+
+	},
+
+	copyGammaToLinear: function ( color ) {
+
+		this.r = color.r * color.r;
+		this.g = color.g * color.g;
+		this.b = color.b * color.b;
+
+		return this;
+
+	},
+
+	copyLinearToGamma: function ( color ) {
+
+		this.r = Math.sqrt( color.r );
+		this.g = Math.sqrt( color.g );
+		this.b = Math.sqrt( color.b );
+
+		return this;
+
+	},
+
+	convertGammaToLinear: function () {
+
+		var r = this.r, g = this.g, b = this.b;
+
+		this.r = r * r;
+		this.g = g * g;
+		this.b = b * b;
+
+		return this;
+
+	},
+
+	convertLinearToGamma: function () {
+
+		this.r = Math.sqrt( this.r );
+		this.g = Math.sqrt( this.g );
+		this.b = Math.sqrt( this.b );
+
+		return this;
+
+	},
+
+	setRGB: function ( r, g, b ) {
+
+		this.r = r;
+		this.g = g;
+		this.b = b;
+
+		return this;
+
+	},
+
+	setHSV: function ( h, s, v ) {
+
+		// based on MochiKit implementation by Bob Ippolito
+		// h,s,v ranges are < 0.0 - 1.0 >
+
+		var i, f, p, q, t;
+
+		if ( v === 0 ) {
+
+			this.r = this.g = this.b = 0;
+
+		} else {
+
+			i = Math.floor( h * 6 );
+			f = ( h * 6 ) - i;
+			p = v * ( 1 - s );
+			q = v * ( 1 - ( s * f ) );
+			t = v * ( 1 - ( s * ( 1 - f ) ) );
+
+			if ( i === 0 ) {
+
+				this.r = v;
+				this.g = t;
+				this.b = p;
+
+			} else if ( i === 1 ) {
+
+				this.r = q;
+				this.g = v;
+				this.b = p;
+
+			} else if ( i === 2 ) {
+
+				this.r = p;
+				this.g = v;
+				this.b = t;
+
+			} else if ( i === 3 ) {
+
+				this.r = p;
+				this.g = q;
+				this.b = v;
+
+			} else if ( i === 4 ) {
+
+				this.r = t;
+				this.g = p;
+				this.b = v;
+
+			} else if ( i === 5 ) {
+
+				this.r = v;
+				this.g = p;
+				this.b = q;
+
+			}
+
+		}
+
+		return this;
+
+	},
+
+	getHex: function () {
+
+		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+
+	},
+
+	setHex: function ( hex ) {
+
+		hex = Math.floor( hex );
+
+		this.r = ( hex >> 16 & 255 ) / 255;
+		this.g = ( hex >> 8 & 255 ) / 255;
+		this.b = ( hex & 255 ) / 255;
+
+		return this;
+
+	},
+
+	getHexString: function () {
+
+		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+
+	},
+
+	getContextStyle: function () {
+
+		return 'rgb(' + ( ( this.r * 255 ) | 0 )  + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+	},
+
+	setContextStyle: function ( style ) {
+
+		var color = /^rgb\((\d{1,3}),\s*(\d{1,3}),\s*(\d{1,3})\)$/i.exec( style );
+
+		this.r = parseInt( color[ 1 ], 10 ) / 255;
+		this.g = parseInt( color[ 2 ], 10 ) / 255;
+		this.b = parseInt( color[ 3 ], 10 ) / 255;
+
+		return this;
+
+	},
+
+	getHSV: function ( hsv ) {
+
+		// based on MochiKit implementation by Bob Ippolito
+		// h,s,v ranges are < 0.0 - 1.0 >
+
+		var r = this.r;
+		var g = this.g;
+		var b = this.b;
+
+		var max = Math.max( Math.max( r, g ), b );
+		var min = Math.min( Math.min( r, g ), b );
+
+		var hue;
+		var saturation;
+		var value = max;
+
+		if ( min === max )	{
+
+			hue = 0;
+			saturation = 0;
+
+		} else {
+
+			var delta = ( max - min );
+			saturation = delta / max;
+
+			if ( r === max ) {
+
+				hue = ( g - b ) / delta;
+
+			} else if ( g === max ) {
+
+				hue = 2 + ( ( b - r ) / delta );
+
+			} else	{
+
+				hue = 4 + ( ( r - g ) / delta );
+			}
+
+			hue /= 6;
+
+			if ( hue < 0 ) {
+
+				hue += 1;
+
+			}
+
+			if ( hue > 1 ) {
+
+				hue -= 1;
+
+			}
+
+		}
+
+		if ( hsv === undefined ) {
+
+			hsv = { h: 0, s: 0, v: 0 };
+
+		}
+
+		hsv.h = hue;
+		hsv.s = saturation;
+		hsv.v = value;
+
+		return hsv;
+
+	},
+
+	lerpSelf: function ( color, alpha ) {
+
+		this.r += ( color.r - this.r ) * alpha;
+		this.g += ( color.g - this.g ) * alpha;
+		this.b += ( color.b - this.b ) * alpha;
+
+		return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Color().setRGB( this.r, this.g, this.b );
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author philogb / http://blog.thejit.org/
+ * @author egraether / http://egraether.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.Vector2 = function ( x, y ) {
+
+	this.x = x || 0;
+	this.y = y || 0;
+
+};
+
+THREE.Vector2.prototype = {
+
+	constructor: THREE.Vector2,
+
+	set: function ( x, y ) {
+
+		this.x = x;
+		this.y = y;
+
+		return this;
+
+	},
+
+	copy: function ( v ) {
+
+		this.x = v.x;
+		this.y = v.y;
+
+		return this;
+
+	},
+
+	add: function ( a, b ) {
+
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+
+		return this;
+
+	},
+
+	addSelf: function ( v ) {
+
+		this.x += v.x;
+		this.y += v.y;
+
+		return this;
+
+	},
+
+	sub: function ( a, b ) {
+
+		this.x = a.x - b.x;
+		this.y = a.y - b.y;
+
+		return this;
+
+	},
+
+	subSelf: function ( v ) {
+
+		this.x -= v.x;
+		this.y -= v.y;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+
+		return this;
+
+	},
+
+	divideScalar: function ( s ) {
+
+		if ( s ) {
+
+			this.x /= s;
+			this.y /= s;
+
+		} else {
+
+			this.set( 0, 0 );
+
+		}
+
+		return this;
+
+	},
+
+	negate: function() {
+
+		return this.multiplyScalar( - 1 );
+
+	},
+
+	dot: function ( v ) {
+
+		return this.x * v.x + this.y * v.y;
+
+	},
+
+	lengthSq: function () {
+
+		return this.x * this.x + this.y * this.y;
+
+	},
+
+	length: function () {
+
+		return Math.sqrt( this.lengthSq() );
+
+	},
+
+	normalize: function () {
+
+		return this.divideScalar( this.length() );
+
+	},
+
+	distanceTo: function ( v ) {
+
+		return Math.sqrt( this.distanceToSquared( v ) );
+
+	},
+
+	distanceToSquared: function ( v ) {
+
+		var dx = this.x - v.x, dy = this.y - v.y;
+		return dx * dx + dy * dy;
+
+	},
+
+	setLength: function ( l ) {
+
+		return this.normalize().multiplyScalar( l );
+
+	},
+
+	lerpSelf: function ( v, alpha ) {
+
+		this.x += ( v.x - this.x ) * alpha;
+		this.y += ( v.y - this.y ) * alpha;
+
+		return this;
+
+	},
+
+	equals: function( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector2( this.x, this.y );
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author kile / http://kile.stravaganza.org/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector3 = function ( x, y, z ) {
+
+	this.x = x || 0;
+	this.y = y || 0;
+	this.z = z || 0;
+
+};
+
+
+THREE.Vector3.prototype = {
+
+	constructor: THREE.Vector3,
+
+	set: function ( x, y, z ) {
+
+		this.x = x;
+		this.y = y;
+		this.z = z;
+
+		return this;
+
+	},
+
+	setX: function ( x ) {
+
+		this.x = x;
+
+		return this;
+
+	},
+
+	setY: function ( y ) {
+
+		this.y = y;
+
+		return this;
+
+	},
+
+	setZ: function ( z ) {
+
+		this.z = z;
+
+		return this;
+
+	},
+
+	copy: function ( v ) {
+
+		this.x = v.x;
+		this.y = v.y;
+		this.z = v.z;
+
+		return this;
+
+	},
+
+	add: function ( a, b ) {
+
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+		this.z = a.z + b.z;
+
+		return this;
+
+	},
+
+	addSelf: function ( v ) {
+
+		this.x += v.x;
+		this.y += v.y;
+		this.z += v.z;
+
+		return this;
+
+	},
+
+	addScalar: function ( s ) {
+
+		this.x += s;
+		this.y += s;
+		this.z += s;
+
+		return this;
+
+	},
+
+	sub: function ( a, b ) {
+
+		this.x = a.x - b.x;
+		this.y = a.y - b.y;
+		this.z = a.z - b.z;
+
+		return this;
+
+	},
+
+	subSelf: function ( v ) {
+
+		this.x -= v.x;
+		this.y -= v.y;
+		this.z -= v.z;
+
+		return this;
+
+	},
+
+	multiply: function ( a, b ) {
+
+		this.x = a.x * b.x;
+		this.y = a.y * b.y;
+		this.z = a.z * b.z;
+
+		return this;
+
+	},
+
+	multiplySelf: function ( v ) {
+
+		this.x *= v.x;
+		this.y *= v.y;
+		this.z *= v.z;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+		this.z *= s;
+
+		return this;
+
+	},
+
+	divideSelf: function ( v ) {
+
+		this.x /= v.x;
+		this.y /= v.y;
+		this.z /= v.z;
+
+		return this;
+
+	},
+
+	divideScalar: function ( s ) {
+
+		if ( s ) {
+
+			this.x /= s;
+			this.y /= s;
+			this.z /= s;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+
+		}
+
+		return this;
+
+	},
+
+
+	negate: function() {
+
+		return this.multiplyScalar( - 1 );
+
+	},
+
+	dot: function ( v ) {
+
+		return this.x * v.x + this.y * v.y + this.z * v.z;
+
+	},
+
+	lengthSq: function () {
+
+		return this.x * this.x + this.y * this.y + this.z * this.z;
+
+	},
+
+	length: function () {
+
+		return Math.sqrt( this.lengthSq() );
+
+	},
+
+	lengthManhattan: function () {
+
+		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+
+	},
+
+	normalize: function () {
+
+		return this.divideScalar( this.length() );
+
+	},
+
+	setLength: function ( l ) {
+
+		return this.normalize().multiplyScalar( l );
+
+	},
+
+	lerpSelf: function ( v, alpha ) {
+
+		this.x += ( v.x - this.x ) * alpha;
+		this.y += ( v.y - this.y ) * alpha;
+		this.z += ( v.z - this.z ) * alpha;
+
+		return this;
+
+	},
+
+	cross: function ( a, b ) {
+
+		this.x = a.y * b.z - a.z * b.y;
+		this.y = a.z * b.x - a.x * b.z;
+		this.z = a.x * b.y - a.y * b.x;
+
+		return this;
+
+	},
+
+	crossSelf: function ( v ) {
+
+		var x = this.x, y = this.y, z = this.z;
+
+		this.x = y * v.z - z * v.y;
+		this.y = z * v.x - x * v.z;
+		this.z = x * v.y - y * v.x;
+
+		return this;
+
+	},
+
+	angleTo: function ( v ) {
+
+		return Math.acos( this.dot( v ) / this.length() / v.length() );
+
+	},
+
+	distanceTo: function ( v ) {
+
+		return Math.sqrt( this.distanceToSquared( v ) );
+
+	},
+
+	distanceToSquared: function ( v ) {
+
+		return new THREE.Vector3().sub( this, v ).lengthSq();
+
+	},
+
+	getPositionFromMatrix: function ( m ) {
+
+		this.x = m.elements[12];
+		this.y = m.elements[13];
+		this.z = m.elements[14];
+
+		return this;
+
+	},
+
+	setEulerFromRotationMatrix: function ( m, order ) {
+
+		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+		// clamp, to handle numerical problems
+
+		function clamp( x ) {
+
+			return Math.min( Math.max( x, -1 ), 1 );
+
+		}
+
+		var te = m.elements;
+		var m11 = te[0], m12 = te[4], m13 = te[8];
+		var m21 = te[1], m22 = te[5], m23 = te[9];
+		var m31 = te[2], m32 = te[6], m33 = te[10];
+
+		if ( order === undefined || order === 'XYZ' ) {
+
+			this.y = Math.asin( clamp( m13 ) );
+
+			if ( Math.abs( m13 ) < 0.99999 ) {
+
+				this.x = Math.atan2( - m23, m33 );
+				this.z = Math.atan2( - m12, m11 );
+
+			} else {
+
+				this.x = Math.atan2( m32, m22 );
+				this.z = 0;
+
+			}
+
+		} else if ( order === 'YXZ' ) {
+
+			this.x = Math.asin( - clamp( m23 ) );
+
+			if ( Math.abs( m23 ) < 0.99999 ) {
+
+				this.y = Math.atan2( m13, m33 );
+				this.z = Math.atan2( m21, m22 );
+
+			} else {
+
+				this.y = Math.atan2( - m31, m11 );
+				this.z = 0;
+
+			}
+
+		} else if ( order === 'ZXY' ) {
+
+			this.x = Math.asin( clamp( m32 ) );
+
+			if ( Math.abs( m32 ) < 0.99999 ) {
+
+				this.y = Math.atan2( - m31, m33 );
+				this.z = Math.atan2( - m12, m22 );
+
+			} else {
+
+				this.y = 0;
+				this.z = Math.atan2( m21, m11 );
+
+			}
+
+		} else if ( order === 'ZYX' ) {
+
+			this.y = Math.asin( - clamp( m31 ) );
+
+			if ( Math.abs( m31 ) < 0.99999 ) {
+
+				this.x = Math.atan2( m32, m33 );
+				this.z = Math.atan2( m21, m11 );
+
+			} else {
+
+				this.x = 0;
+				this.z = Math.atan2( - m12, m22 );
+
+			}
+
+		} else if ( order === 'YZX' ) {
+
+			this.z = Math.asin( clamp( m21 ) );
+
+			if ( Math.abs( m21 ) < 0.99999 ) {
+
+				this.x = Math.atan2( - m23, m22 );
+				this.y = Math.atan2( - m31, m11 );
+
+			} else {
+
+				this.x = 0;
+				this.y = Math.atan2( m13, m33 );
+
+			}
+
+		} else if ( order === 'XZY' ) {
+
+			this.z = Math.asin( - clamp( m12 ) );
+
+			if ( Math.abs( m12 ) < 0.99999 ) {
+
+				this.x = Math.atan2( m32, m22 );
+				this.y = Math.atan2( m13, m11 );
+
+			} else {
+
+				this.x = Math.atan2( - m23, m33 );
+				this.y = 0;
+
+			}
+
+		}
+
+		return this;
+
+	},
+
+	setEulerFromQuaternion: function ( q, order ) {
+
+		// q is assumed to be normalized
+
+		// clamp, to handle numerical problems
+
+		function clamp( x ) {
+
+			return Math.min( Math.max( x, -1 ), 1 );
+
+		}
+
+		// http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
+
+		var sqx = q.x * q.x;
+		var sqy = q.y * q.y;
+		var sqz = q.z * q.z;
+		var sqw = q.w * q.w;
+
+		if ( order === undefined || order === 'XYZ' ) {
+
+			this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
+			this.y = Math.asin(  clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
+			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
+
+		} else if ( order ===  'YXZ' ) {
+
+			this.x = Math.asin(  clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
+			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
+			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
+
+		} else if ( order === 'ZXY' ) {
+
+			this.x = Math.asin(  clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
+			this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
+			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
+
+		} else if ( order === 'ZYX' ) {
+
+			this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
+			this.y = Math.asin(  clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
+			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
+
+		} else if ( order === 'YZX' ) {
+
+			this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
+			this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
+			this.z = Math.asin(  clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
+
+		} else if ( order === 'XZY' ) {
+
+			this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
+			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
+			this.z = Math.asin(  clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
+
+		}
+
+		return this;
+
+	},
+
+	getScaleFromMatrix: function ( m ) {
+
+		var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
+		var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
+		var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
+
+		this.x = sx;
+		this.y = sy;
+		this.z = sz;
+
+		return this;
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector3( this.x, this.y, this.z );
+
+	}
+
+};
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector4 = function ( x, y, z, w ) {
+
+	this.x = x || 0;
+	this.y = y || 0;
+	this.z = z || 0;
+	this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Vector4.prototype = {
+
+	constructor: THREE.Vector4,
+
+	set: function ( x, y, z, w ) {
+
+		this.x = x;
+		this.y = y;
+		this.z = z;
+		this.w = w;
+
+		return this;
+
+	},
+
+	copy: function ( v ) {
+
+		this.x = v.x;
+		this.y = v.y;
+		this.z = v.z;
+		this.w = ( v.w !== undefined ) ? v.w : 1;
+
+		return this;
+
+	},
+
+	add: function ( a, b ) {
+
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+		this.z = a.z + b.z;
+		this.w = a.w + b.w;
+
+		return this;
+
+	},
+
+	addSelf: function ( v ) {
+
+		this.x += v.x;
+		this.y += v.y;
+		this.z += v.z;
+		this.w += v.w;
+
+		return this;
+
+	},
+
+	sub: function ( a, b ) {
+
+		this.x = a.x - b.x;
+		this.y = a.y - b.y;
+		this.z = a.z - b.z;
+		this.w = a.w - b.w;
+
+		return this;
+
+	},
+
+	subSelf: function ( v ) {
+
+		this.x -= v.x;
+		this.y -= v.y;
+		this.z -= v.z;
+		this.w -= v.w;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+		this.z *= s;
+		this.w *= s;
+
+		return this;
+
+	},
+
+	divideScalar: function ( s ) {
+
+		if ( s ) {
+
+			this.x /= s;
+			this.y /= s;
+			this.z /= s;
+			this.w /= s;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+			this.w = 1;
+
+		}
+
+		return this;
+
+	},
+
+
+	negate: function() {
+
+		return this.multiplyScalar( -1 );
+
+	},
+
+	dot: function ( v ) {
+
+		return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+
+	},
+
+	lengthSq: function () {
+
+		return this.dot( this );
+
+	},
+
+	length: function () {
+
+		return Math.sqrt( this.lengthSq() );
+
+	},
+
+	lengthManhattan: function () {
+
+		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
+
+	},
+
+	normalize: function () {
+
+		return this.divideScalar( this.length() );
+
+	},
+
+	setLength: function ( l ) {
+
+		return this.normalize().multiplyScalar( l );
+
+	},
+
+	lerpSelf: function ( v, alpha ) {
+
+		this.x += ( v.x - this.x ) * alpha;
+		this.y += ( v.y - this.y ) * alpha;
+		this.z += ( v.z - this.z ) * alpha;
+		this.w += ( v.w - this.w ) * alpha;
+
+		return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector4( this.x, this.y, this.z, this.w );
+
+	},
+
+	setAxisAngleFromQuaternion: function ( q ) {
+
+		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+
+		// q is assumed to be normalized
+
+		this.w = 2 * Math.acos( q.w );
+
+		var s = Math.sqrt( 1 - q.w * q.w );
+
+		if ( s < 0.0001 ) {
+
+			 this.x = 1;
+			 this.y = 0;
+			 this.z = 0;
+
+		} else {
+
+			 this.x = q.x / s;
+			 this.y = q.y / s;
+			 this.z = q.z / s;
+
+		}
+
+		return this;
+
+	},
+
+	setAxisAngleFromRotationMatrix: function ( m ) {
+
+		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+
+		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+		var angle, x, y, z,		// variables for result
+			epsilon = 0.01,		// margin to allow for rounding errors
+			epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees
+
+			te = m.elements,
+
+			m11 = te[0], m12 = te[4], m13 = te[8],
+			m21 = te[1], m22 = te[5], m23 = te[9],
+			m31 = te[2], m32 = te[6], m33 = te[10];
+
+		if ( ( Math.abs( m12 - m21 ) < epsilon )
+		  && ( Math.abs( m13 - m31 ) < epsilon )
+		  && ( Math.abs( m23 - m32 ) < epsilon ) ) {
+
+			// singularity found
+			// first check for identity matrix which must have +1 for all terms
+			// in leading diagonal and zero in other terms
+
+			if ( ( Math.abs( m12 + m21 ) < epsilon2 )
+			  && ( Math.abs( m13 + m31 ) < epsilon2 )
+			  && ( Math.abs( m23 + m32 ) < epsilon2 )
+			  && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
+
+				// this singularity is identity matrix so angle = 0
+
+				this.set( 1, 0, 0, 0 );
+
+				return this; // zero angle, arbitrary axis
+
+			}
+
+			// otherwise this singularity is angle = 180
+
+			angle = Math.PI;
+
+			var xx = ( m11 + 1 ) / 2;
+			var yy = ( m22 + 1 ) / 2;
+			var zz = ( m33 + 1 ) / 2;
+			var xy = ( m12 + m21 ) / 4;
+			var xz = ( m13 + m31 ) / 4;
+			var yz = ( m23 + m32 ) / 4;
+
+			if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
+
+				if ( xx < epsilon ) {
+
+					x = 0;
+					y = 0.707106781;
+					z = 0.707106781;
+
+				} else {
+
+					x = Math.sqrt( xx );
+					y = xy / x;
+					z = xz / x;
+
+				}
+
+			} else if ( yy > zz ) { // m22 is the largest diagonal term
+
+				if ( yy < epsilon ) {
+
+					x = 0.707106781;
+					y = 0;
+					z = 0.707106781;
+
+				} else {
+
+					y = Math.sqrt( yy );
+					x = xy / y;
+					z = yz / y;
+
+				}
+
+			} else { // m33 is the largest diagonal term so base result on this
+
+				if ( zz < epsilon ) {
+
+					x = 0.707106781;
+					y = 0.707106781;
+					z = 0;
+
+				} else {
+
+					z = Math.sqrt( zz );
+					x = xz / z;
+					y = yz / z;
+
+				}
+
+			}
+
+			this.set( x, y, z, angle );
+
+			return this; // return 180 deg rotation
+
+		}
+
+		// as we have reached here there are no singularities so we can handle normally
+
+		var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
+						 + ( m13 - m31 ) * ( m13 - m31 )
+						 + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
+
+		if ( Math.abs( s ) < 0.001 ) s = 1; 
+
+		// prevent divide by zero, should not happen if matrix is orthogonal and should be
+		// caught by singularity test above, but I've left it in just in case
+
+		this.x = ( m32 - m23 ) / s;
+		this.y = ( m13 - m31 ) / s;
+		this.z = ( m21 - m12 ) / s;
+		this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
+
+		return this;
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Matrix3 = function () {
+
+	this.elements = new Float32Array(9);
+
+};
+
+THREE.Matrix3.prototype = {
+
+	constructor: THREE.Matrix3,
+
+	multiplyVector3: function ( v ) {
+
+		var te = this.elements;
+
+		var vx = v.x, vy = v.y, vz = v.z;
+
+		v.x = te[0] * vx + te[3] * vy + te[6] * vz;
+		v.y = te[1] * vx + te[4] * vy + te[7] * vz;
+		v.z = te[2] * vx + te[5] * vy + te[8] * vz;
+
+		return v;
+
+	},
+
+	multiplyVector3Array: function ( a ) {
+
+		var tmp = THREE.Matrix3.__v1;
+
+		for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+			tmp.x = a[ i ];
+			tmp.y = a[ i + 1 ];
+			tmp.z = a[ i + 2 ];
+
+			this.multiplyVector3( tmp );
+
+			a[ i ]     = tmp.x;
+			a[ i + 1 ] = tmp.y;
+			a[ i + 2 ] = tmp.z;
+
+		}
+
+		return a;
+
+	},
+
+	getInverse: function ( matrix ) {
+
+		// input: THREE.Matrix4
+		// ( based on http://code.google.com/p/webgl-mjs/ )
+
+		var me = matrix.elements;
+
+		var a11 =   me[10] * me[5] - me[6] * me[9];
+		var a21 = - me[10] * me[1] + me[2] * me[9];
+		var a31 =   me[6] * me[1] - me[2] * me[5];
+		var a12 = - me[10] * me[4] + me[6] * me[8];
+		var a22 =   me[10] * me[0] - me[2] * me[8];
+		var a32 = - me[6] * me[0] + me[2] * me[4];
+		var a13 =   me[9] * me[4] - me[5] * me[8];
+		var a23 = - me[9] * me[0] + me[1] * me[8];
+		var a33 =   me[5] * me[0] - me[1] * me[4];
+
+		var det = me[0] * a11 + me[1] * a12 + me[2] * a13;
+
+		// no inverse
+
+		if ( det === 0 ) {
+
+			console.warn( "Matrix3.getInverse(): determinant == 0" );
+
+		}
+
+		var idet = 1.0 / det;
+
+		var m = this.elements;
+
+		m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31;
+		m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32;
+		m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33;
+
+		return this;
+
+	},
+
+
+	transpose: function () {
+
+		var tmp, m = this.elements;
+
+		tmp = m[1]; m[1] = m[3]; m[3] = tmp;
+		tmp = m[2]; m[2] = m[6]; m[6] = tmp;
+		tmp = m[5]; m[5] = m[7]; m[7] = tmp;
+
+		return this;
+
+	},
+
+
+	transposeIntoArray: function ( r ) {
+
+		var m = this.m;
+
+		r[ 0 ] = m[ 0 ];
+		r[ 1 ] = m[ 3 ];
+		r[ 2 ] = m[ 6 ];
+		r[ 3 ] = m[ 1 ];
+		r[ 4 ] = m[ 4 ];
+		r[ 5 ] = m[ 7 ];
+		r[ 6 ] = m[ 2 ];
+		r[ 7 ] = m[ 5 ];
+		r[ 8 ] = m[ 8 ];
+
+		return this;
+
+	}
+
+};
+
+THREE.Matrix3.__v1 = new THREE.Vector3();/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author jordi_ros / http://plattsoft.com
+ * @author D1plo1d / http://github.com/D1plo1d
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author timknip / http://www.floorplanner.com/
+ */
+
+
+THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+	this.elements = new Float32Array( 16 );
+
+	this.set(
+
+		( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
+		n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
+		n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
+		n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
+
+	);
+
+};
+
+THREE.Matrix4.prototype = {
+
+	constructor: THREE.Matrix4,
+
+	set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+		var te = this.elements;
+
+		te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
+		te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
+		te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
+		te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
+
+		return this;
+
+	},
+
+	identity: function () {
+
+		this.set(
+
+			1, 0, 0, 0,
+			0, 1, 0, 0,
+			0, 0, 1, 0,
+			0, 0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	copy: function ( m ) {
+
+		var me = m.elements;
+
+		this.set(
+
+			me[0], me[4], me[8], me[12],
+			me[1], me[5], me[9], me[13],
+			me[2], me[6], me[10], me[14],
+			me[3], me[7], me[11], me[15]
+
+		);
+
+		return this;
+
+	},
+
+	lookAt: function ( eye, target, up ) {
+
+		var te = this.elements;
+
+		var x = THREE.Matrix4.__v1;
+		var y = THREE.Matrix4.__v2;
+		var z = THREE.Matrix4.__v3;
+
+		z.sub( eye, target ).normalize();
+
+		if ( z.length() === 0 ) {
+
+			z.z = 1;
+
+		}
+
+		x.cross( up, z ).normalize();
+
+		if ( x.length() === 0 ) {
+
+			z.x += 0.0001;
+			x.cross( up, z ).normalize();
+
+		}
+
+		y.cross( z, x );
+
+
+		te[0] = x.x; te[4] = y.x; te[8] = z.x;
+		te[1] = x.y; te[5] = y.y; te[9] = z.y;
+		te[2] = x.z; te[6] = y.z; te[10] = z.z;
+
+		return this;
+
+	},
+
+	multiply: function ( a, b ) {
+
+		var ae = a.elements;
+		var be = b.elements;
+		var te = this.elements;
+
+		var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
+		var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
+		var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
+		var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
+
+		var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
+		var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
+		var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
+		var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
+
+		te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
+		te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
+		te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
+		te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
+
+		te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
+		te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
+		te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
+		te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
+
+		te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
+		te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
+		te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
+		te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
+
+		te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
+		te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
+		te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
+		te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
+
+		return this;
+
+	},
+
+	multiplySelf: function ( m ) {
+
+		return this.multiply( this, m );
+
+	},
+
+	multiplyToArray: function ( a, b, r ) {
+
+		var te = this.elements;
+
+		this.multiply( a, b );
+
+		r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
+		r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
+		r[ 8 ]  = te[8]; r[ 9 ]  = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
+		r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		var te = this.elements;
+
+		te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
+		te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
+		te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
+		te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
+
+		return this;
+
+	},
+
+	multiplyVector3: function ( v ) {
+
+		var te = this.elements;
+
+		var vx = v.x, vy = v.y, vz = v.z;
+		var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
+
+		v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
+		v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
+		v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
+
+		return v;
+
+	},
+
+	multiplyVector4: function ( v ) {
+
+		var te = this.elements;
+		var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
+
+		v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
+		v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
+		v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
+		v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
+
+		return v;
+
+	},
+
+	multiplyVector3Array: function ( a ) {
+
+		var tmp = THREE.Matrix4.__v1;
+
+		for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+			tmp.x = a[ i ];
+			tmp.y = a[ i + 1 ];
+			tmp.z = a[ i + 2 ];
+
+			this.multiplyVector3( tmp );
+
+			a[ i ]     = tmp.x;
+			a[ i + 1 ] = tmp.y;
+			a[ i + 2 ] = tmp.z;
+
+		}
+
+		return a;
+
+	},
+
+	rotateAxis: function ( v ) {
+
+		var te = this.elements;
+		var vx = v.x, vy = v.y, vz = v.z;
+
+		v.x = vx * te[0] + vy * te[4] + vz * te[8];
+		v.y = vx * te[1] + vy * te[5] + vz * te[9];
+		v.z = vx * te[2] + vy * te[6] + vz * te[10];
+
+		v.normalize();
+
+		return v;
+
+	},
+
+	crossVector: function ( a ) {
+
+		var te = this.elements;
+		var v = new THREE.Vector4();
+
+		v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
+		v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
+		v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
+
+		v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
+
+		return v;
+
+	},
+
+	determinant: function () {
+
+		var te = this.elements;
+
+		var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
+		var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
+		var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
+		var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
+
+		//TODO: make this more efficient
+		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
+
+		return (
+			n14 * n23 * n32 * n41-
+			n13 * n24 * n32 * n41-
+			n14 * n22 * n33 * n41+
+			n12 * n24 * n33 * n41+
+
+			n13 * n22 * n34 * n41-
+			n12 * n23 * n34 * n41-
+			n14 * n23 * n31 * n42+
+			n13 * n24 * n31 * n42+
+
+			n14 * n21 * n33 * n42-
+			n11 * n24 * n33 * n42-
+			n13 * n21 * n34 * n42+
+			n11 * n23 * n34 * n42+
+
+			n14 * n22 * n31 * n43-
+			n12 * n24 * n31 * n43-
+			n14 * n21 * n32 * n43+
+			n11 * n24 * n32 * n43+
+
+			n12 * n21 * n34 * n43-
+			n11 * n22 * n34 * n43-
+			n13 * n22 * n31 * n44+
+			n12 * n23 * n31 * n44+
+
+			n13 * n21 * n32 * n44-
+			n11 * n23 * n32 * n44-
+			n12 * n21 * n33 * n44+
+			n11 * n22 * n33 * n44
+		);
+
+	},
+
+	transpose: function () {
+
+		var te = this.elements;
+		var tmp;
+
+		tmp = te[1]; te[1] = te[4]; te[4] = tmp;
+		tmp = te[2]; te[2] = te[8]; te[8] = tmp;
+		tmp = te[6]; te[6] = te[9]; te[9] = tmp;
+
+		tmp = te[3]; te[3] = te[12]; te[12] = tmp;
+		tmp = te[7]; te[7] = te[13]; te[13] = tmp;
+		tmp = te[11]; te[11] = te[14]; te[14] = tmp;
+
+		return this;
+
+	},
+
+	flattenToArray: function ( flat ) {
+
+		var te = this.elements;
+		flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
+		flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
+		flat[ 8 ]  = te[8]; flat[ 9 ]  = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
+		flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
+
+		return flat;
+
+	},
+
+	flattenToArrayOffset: function( flat, offset ) {
+
+		var te = this.elements;
+		flat[ offset ] = te[0];
+		flat[ offset + 1 ] = te[1];
+		flat[ offset + 2 ] = te[2];
+		flat[ offset + 3 ] = te[3];
+
+		flat[ offset + 4 ] = te[4];
+		flat[ offset + 5 ] = te[5];
+		flat[ offset + 6 ] = te[6];
+		flat[ offset + 7 ] = te[7];
+
+		flat[ offset + 8 ]  = te[8];
+		flat[ offset + 9 ]  = te[9];
+		flat[ offset + 10 ] = te[10];
+		flat[ offset + 11 ] = te[11];
+
+		flat[ offset + 12 ] = te[12];
+		flat[ offset + 13 ] = te[13];
+		flat[ offset + 14 ] = te[14];
+		flat[ offset + 15 ] = te[15];
+
+		return flat;
+
+	},
+
+	getPosition: function () {
+
+		var te = this.elements;
+		return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
+
+	},
+
+	setPosition: function ( v ) {
+
+		var te = this.elements;
+
+		te[12] = v.x;
+		te[13] = v.y;
+		te[14] = v.z;
+
+		return this;
+
+	},
+
+	getColumnX: function () {
+
+		var te = this.elements;
+		return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
+
+	},
+
+	getColumnY: function () {
+
+		var te = this.elements;
+		return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
+
+	},
+
+	getColumnZ: function() {
+
+		var te = this.elements;
+		return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
+
+	},
+
+	getInverse: function ( m ) {
+
+		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+		var te = this.elements;
+		var me = m.elements;
+
+		var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
+		var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
+		var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
+		var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
+
+		te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
+		te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
+		te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
+		te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
+		te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
+		te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
+		te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
+		te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
+		te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
+		te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
+		te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
+		te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
+		te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
+		te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
+		te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
+		te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
+		this.multiplyScalar( 1 / m.determinant() );
+
+		return this;
+
+	},
+
+	setRotationFromEuler: function ( v, order ) {
+
+		var te = this.elements;
+
+		var x = v.x, y = v.y, z = v.z;
+		var a = Math.cos( x ), b = Math.sin( x );
+		var c = Math.cos( y ), d = Math.sin( y );
+		var e = Math.cos( z ), f = Math.sin( z );
+
+		if ( order === undefined || order === 'XYZ' ) {
+
+			var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+			te[0] = c * e;
+			te[4] = - c * f;
+			te[8] = d;
+
+			te[1] = af + be * d;
+			te[5] = ae - bf * d;
+			te[9] = - b * c;
+
+			te[2] = bf - ae * d;
+			te[6] = be + af * d;
+			te[10] = a * c;
+
+		} else if ( order === 'YXZ' ) {
+
+			var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+			te[0] = ce + df * b;
+			te[4] = de * b - cf;
+			te[8] = a * d;
+
+			te[1] = a * f;
+			te[5] = a * e;
+			te[9] = - b;
+
+			te[2] = cf * b - de;
+			te[6] = df + ce * b;
+			te[10] = a * c;
+
+		} else if ( order === 'ZXY' ) {
+
+			var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+			te[0] = ce - df * b;
+			te[4] = - a * f;
+			te[8] = de + cf * b;
+
+			te[1] = cf + de * b;
+			te[5] = a * e;
+			te[9] = df - ce * b;
+
+			te[2] = - a * d;
+			te[6] = b;
+			te[10] = a * c;
+
+		} else if ( order === 'ZYX' ) {
+
+			var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+			te[0] = c * e;
+			te[4] = be * d - af;
+			te[8] = ae * d + bf;
+
+			te[1] = c * f;
+			te[5] = bf * d + ae;
+			te[9] = af * d - be;
+
+			te[2] = - d;
+			te[6] = b * c;
+			te[10] = a * c;
+
+		} else if ( order === 'YZX' ) {
+
+			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+			te[0] = c * e;
+			te[4] = bd - ac * f;
+			te[8] = bc * f + ad;
+
+			te[1] = f;
+			te[5] = a * e;
+			te[9] = - b * e;
+
+			te[2] = - d * e;
+			te[6] = ad * f + bc;
+			te[10] = ac - bd * f;
+
+		} else if ( order === 'XZY' ) {
+
+			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+			te[0] = c * e;
+			te[4] = - f;
+			te[8] = d * e;
+
+			te[1] = ac * f + bd;
+			te[5] = a * e;
+			te[9] = ad * f - bc;
+
+			te[2] = bc * f - ad;
+			te[6] = b * e;
+			te[10] = bd * f + ac;
+
+		}
+
+		return this;
+
+	},
+
+
+	setRotationFromQuaternion: function ( q ) {
+
+		var te = this.elements;
+
+		var x = q.x, y = q.y, z = q.z, w = q.w;
+		var x2 = x + x, y2 = y + y, z2 = z + z;
+		var xx = x * x2, xy = x * y2, xz = x * z2;
+		var yy = y * y2, yz = y * z2, zz = z * z2;
+		var wx = w * x2, wy = w * y2, wz = w * z2;
+
+		te[0] = 1 - ( yy + zz );
+		te[4] = xy - wz;
+		te[8] = xz + wy;
+
+		te[1] = xy + wz;
+		te[5] = 1 - ( xx + zz );
+		te[9] = yz - wx;
+
+		te[2] = xz - wy;
+		te[6] = yz + wx;
+		te[10] = 1 - ( xx + yy );
+
+		return this;
+
+	},
+
+	compose: function ( translation, rotation, scale ) {
+
+		var te = this.elements;
+		var mRotation = THREE.Matrix4.__m1;
+		var mScale = THREE.Matrix4.__m2;
+
+		mRotation.identity();
+		mRotation.setRotationFromQuaternion( rotation );
+
+		mScale.makeScale( scale.x, scale.y, scale.z );
+
+		this.multiply( mRotation, mScale );
+
+		te[12] = translation.x;
+		te[13] = translation.y;
+		te[14] = translation.z;
+
+		return this;
+
+	},
+
+	decompose: function ( translation, rotation, scale ) {
+
+		var te = this.elements;
+
+		// grab the axis vectors
+		var x = THREE.Matrix4.__v1;
+		var y = THREE.Matrix4.__v2;
+		var z = THREE.Matrix4.__v3;
+
+		x.set( te[0], te[1], te[2] );
+		y.set( te[4], te[5], te[6] );
+		z.set( te[8], te[9], te[10] );
+
+		translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
+		rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
+		scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
+
+		scale.x = x.length();
+		scale.y = y.length();
+		scale.z = z.length();
+
+		translation.x = te[12];
+		translation.y = te[13];
+		translation.z = te[14];
+
+		// scale the rotation part
+
+		var matrix = THREE.Matrix4.__m1;
+
+		matrix.copy( this );
+
+		matrix.elements[0] /= scale.x;
+		matrix.elements[1] /= scale.x;
+		matrix.elements[2] /= scale.x;
+
+		matrix.elements[4] /= scale.y;
+		matrix.elements[5] /= scale.y;
+		matrix.elements[6] /= scale.y;
+
+		matrix.elements[8] /= scale.z;
+		matrix.elements[9] /= scale.z;
+		matrix.elements[10] /= scale.z;
+
+		rotation.setFromRotationMatrix( matrix );
+
+		return [ translation, rotation, scale ];
+
+	},
+
+	extractPosition: function ( m ) {
+
+		var te = this.elements;
+		var me = m.elements;
+
+		te[12] = me[12];
+		te[13] = me[13];
+		te[14] = me[14];
+
+		return this;
+
+	},
+
+	extractRotation: function ( m ) {
+
+		var te = this.elements;
+		var me = m.elements;
+
+		var vector = THREE.Matrix4.__v1;
+
+		var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
+		var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
+		var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
+
+		te[0] = me[0] * scaleX;
+		te[1] = me[1] * scaleX;
+		te[2] = me[2] * scaleX;
+
+		te[4] = me[4] * scaleY;
+		te[5] = me[5] * scaleY;
+		te[6] = me[6] * scaleY;
+
+		te[8] = me[8] * scaleZ;
+		te[9] = me[9] * scaleZ;
+		te[10] = me[10] * scaleZ;
+
+		return this;
+
+	},
+
+	//
+
+	translate: function ( v ) {
+
+		var te = this.elements;
+		var x = v.x, y = v.y, z = v.z;
+
+		te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
+		te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
+		te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
+		te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
+
+		return this;
+
+	},
+
+	rotateX: function ( angle ) {
+
+		var te = this.elements;
+		var m12 = te[4];
+		var m22 = te[5];
+		var m32 = te[6];
+		var m42 = te[7];
+		var m13 = te[8];
+		var m23 = te[9];
+		var m33 = te[10];
+		var m43 = te[11];
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+
+		te[4] = c * m12 + s * m13;
+		te[5] = c * m22 + s * m23;
+		te[6] = c * m32 + s * m33;
+		te[7] = c * m42 + s * m43;
+
+		te[8] = c * m13 - s * m12;
+		te[9] = c * m23 - s * m22;
+		te[10] = c * m33 - s * m32;
+		te[11] = c * m43 - s * m42;
+
+		return this;
+
+	},
+
+	rotateY: function ( angle ) {
+
+		var te = this.elements;
+		var m11 = te[0];
+		var m21 = te[1];
+		var m31 = te[2];
+		var m41 = te[3];
+		var m13 = te[8];
+		var m23 = te[9];
+		var m33 = te[10];
+		var m43 = te[11];
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+
+		te[0] = c * m11 - s * m13;
+		te[1] = c * m21 - s * m23;
+		te[2] = c * m31 - s * m33;
+		te[3] = c * m41 - s * m43;
+
+		te[8] = c * m13 + s * m11;
+		te[9] = c * m23 + s * m21;
+		te[10] = c * m33 + s * m31;
+		te[11] = c * m43 + s * m41;
+
+		return this;
+
+	},
+
+	rotateZ: function ( angle ) {
+
+		var te = this.elements;
+		var m11 = te[0];
+		var m21 = te[1];
+		var m31 = te[2];
+		var m41 = te[3];
+		var m12 = te[4];
+		var m22 = te[5];
+		var m32 = te[6];
+		var m42 = te[7];
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+
+		te[0] = c * m11 + s * m12;
+		te[1] = c * m21 + s * m22;
+		te[2] = c * m31 + s * m32;
+		te[3] = c * m41 + s * m42;
+
+		te[4] = c * m12 - s * m11;
+		te[5] = c * m22 - s * m21;
+		te[6] = c * m32 - s * m31;
+		te[7] = c * m42 - s * m41;
+
+		return this;
+
+	},
+
+	rotateByAxis: function ( axis, angle ) {
+
+		var te = this.elements;
+
+		// optimize by checking axis
+
+		if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
+
+			return this.rotateX( angle );
+
+		} else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
+
+			return this.rotateY( angle );
+
+		} else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
+
+			return this.rotateZ( angle );
+
+		}
+
+		var x = axis.x, y = axis.y, z = axis.z;
+		var n = Math.sqrt(x * x + y * y + z * z);
+
+		x /= n;
+		y /= n;
+		z /= n;
+
+		var xx = x * x, yy = y * y, zz = z * z;
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+		var oneMinusCosine = 1 - c;
+		var xy = x * y * oneMinusCosine;
+		var xz = x * z * oneMinusCosine;
+		var yz = y * z * oneMinusCosine;
+		var xs = x * s;
+		var ys = y * s;
+		var zs = z * s;
+
+		var r11 = xx + (1 - xx) * c;
+		var r21 = xy + zs;
+		var r31 = xz - ys;
+		var r12 = xy - zs;
+		var r22 = yy + (1 - yy) * c;
+		var r32 = yz + xs;
+		var r13 = xz + ys;
+		var r23 = yz - xs;
+		var r33 = zz + (1 - zz) * c;
+
+		var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
+		var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
+		var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
+		var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
+
+		te[0] = r11 * m11 + r21 * m12 + r31 * m13;
+		te[1] = r11 * m21 + r21 * m22 + r31 * m23;
+		te[2] = r11 * m31 + r21 * m32 + r31 * m33;
+		te[3] = r11 * m41 + r21 * m42 + r31 * m43;
+
+		te[4] = r12 * m11 + r22 * m12 + r32 * m13;
+		te[5] = r12 * m21 + r22 * m22 + r32 * m23;
+		te[6] = r12 * m31 + r22 * m32 + r32 * m33;
+		te[7] = r12 * m41 + r22 * m42 + r32 * m43;
+
+		te[8] = r13 * m11 + r23 * m12 + r33 * m13;
+		te[9] = r13 * m21 + r23 * m22 + r33 * m23;
+		te[10] = r13 * m31 + r23 * m32 + r33 * m33;
+		te[11] = r13 * m41 + r23 * m42 + r33 * m43;
+
+		return this;
+
+	},
+
+	scale: function ( v ) {
+
+		var te = this.elements;
+		var x = v.x, y = v.y, z = v.z;
+
+		te[0] *= x; te[4] *= y; te[8] *= z;
+		te[1] *= x; te[5] *= y; te[9] *= z;
+		te[2] *= x; te[6] *= y; te[10] *= z;
+		te[3] *= x; te[7] *= y; te[11] *= z;
+
+		return this;
+
+	},
+
+	getMaxScaleOnAxis: function () {
+
+		var te = this.elements;
+
+		var scaleXSq =  te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
+		var scaleYSq =  te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
+		var scaleZSq =  te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
+
+		return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
+
+	},
+
+	//
+
+	makeTranslation: function ( x, y, z ) {
+
+		this.set(
+
+			1, 0, 0, x,
+			0, 1, 0, y,
+			0, 0, 1, z,
+			0, 0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	makeRotationX: function ( theta ) {
+
+		var c = Math.cos( theta ), s = Math.sin( theta );
+
+		this.set(
+
+			1, 0,  0, 0,
+			0, c, -s, 0,
+			0, s,  c, 0,
+			0, 0,  0, 1
+
+		);
+
+		return this;
+
+	},
+
+	makeRotationY: function ( theta ) {
+
+		var c = Math.cos( theta ), s = Math.sin( theta );
+
+		this.set(
+
+			 c, 0, s, 0,
+			 0, 1, 0, 0,
+			-s, 0, c, 0,
+			 0, 0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	makeRotationZ: function ( theta ) {
+
+		var c = Math.cos( theta ), s = Math.sin( theta );
+
+		this.set(
+
+			c, -s, 0, 0,
+			s,  c, 0, 0,
+			0,  0, 1, 0,
+			0,  0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	makeRotationAxis: function ( axis, angle ) {
+
+		// Based on http://www.gamedev.net/reference/articles/article1199.asp
+
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+		var t = 1 - c;
+		var x = axis.x, y = axis.y, z = axis.z;
+		var tx = t * x, ty = t * y;
+
+		this.set(
+
+			tx * x + c, tx * y - s * z, tx * z + s * y, 0,
+			tx * y + s * z, ty * y + c, ty * z - s * x, 0,
+			tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
+			0, 0, 0, 1
+
+		);
+
+		 return this;
+
+	},
+
+	makeScale: function ( x, y, z ) {
+
+		this.set(
+
+			x, 0, 0, 0,
+			0, y, 0, 0,
+			0, 0, z, 0,
+			0, 0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	makeFrustum: function ( left, right, bottom, top, near, far ) {
+
+		var te = this.elements;
+		var x = 2 * near / ( right - left );
+		var y = 2 * near / ( top - bottom );
+
+		var a = ( right + left ) / ( right - left );
+		var b = ( top + bottom ) / ( top - bottom );
+		var c = - ( far + near ) / ( far - near );
+		var d = - 2 * far * near / ( far - near );
+
+		te[0] = x;  te[4] = 0;  te[8] = a;   te[12] = 0;
+		te[1] = 0;  te[5] = y;  te[9] = b;   te[13] = 0;
+		te[2] = 0;  te[6] = 0;  te[10] = c;   te[14] = d;
+		te[3] = 0;  te[7] = 0;  te[11] = - 1; te[15] = 0;
+
+		return this;
+
+	},
+
+	makePerspective: function ( fov, aspect, near, far ) {
+
+		var ymax = near * Math.tan( fov * Math.PI / 360 );
+		var ymin = - ymax;
+		var xmin = ymin * aspect;
+		var xmax = ymax * aspect;
+
+		return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
+
+	},
+
+	makeOrthographic: function ( left, right, top, bottom, near, far ) {
+
+		var te = this.elements;
+		var w = right - left;
+		var h = top - bottom;
+		var p = far - near;
+
+		var x = ( right + left ) / w;
+		var y = ( top + bottom ) / h;
+		var z = ( far + near ) / p;
+
+		te[0] = 2 / w; te[4] = 0;     te[8] = 0;      te[12] = -x;
+		te[1] = 0;     te[5] = 2 / h; te[9] = 0;      te[13] = -y;
+		te[2] = 0;     te[6] = 0;     te[10] = -2 / p; te[14] = -z;
+		te[3] = 0;     te[7] = 0;     te[11] = 0;      te[15] = 1;
+
+		return this;
+
+	},
+
+
+	clone: function () {
+
+		var te = this.elements;
+
+		return new THREE.Matrix4(
+
+			te[0], te[4], te[8], te[12],
+			te[1], te[5], te[9], te[13],
+			te[2], te[6], te[10], te[14],
+			te[3], te[7], te[11], te[15]
+
+		);
+
+	}
+
+};
+
+THREE.Matrix4.__v1 = new THREE.Vector3();
+THREE.Matrix4.__v2 = new THREE.Vector3();
+THREE.Matrix4.__v3 = new THREE.Vector3();
+
+THREE.Matrix4.__m1 = new THREE.Matrix4();
+THREE.Matrix4.__m2 = new THREE.Matrix4();
+/**
+ * https://github.com/mrdoob/eventtarget.js/
+ */
+
+THREE.EventTarget = function () {
+
+	var listeners = {};
+
+	this.addEventListener = function ( type, listener ) {
+
+		if ( listeners[ type ] === undefined ) {
+
+			listeners[ type ] = [];
+
+		}
+
+		if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+			listeners[ type ].push( listener );
+
+		}
+
+	};
+
+	this.dispatchEvent = function ( event ) {
+
+		for ( var listener in listeners[ event.type ] ) {
+
+			listeners[ event.type ][ listener ]( event );
+
+		}
+
+	};
+
+	this.removeEventListener = function ( type, listener ) {
+
+		var index = listeners[ type ].indexOf( listener );
+
+		if ( index !== - 1 ) {
+
+			listeners[ type ].splice( index, 1 );
+
+		}
+
+	};
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Frustum = function ( ) {
+
+	this.planes = [
+
+		new THREE.Vector4(),
+		new THREE.Vector4(),
+		new THREE.Vector4(),
+		new THREE.Vector4(),
+		new THREE.Vector4(),
+		new THREE.Vector4()
+
+	];
+
+};
+
+THREE.Frustum.prototype.setFromMatrix = function ( m ) {
+
+	var plane;
+	var planes = this.planes;
+
+	var me = m.elements;
+	var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
+	var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
+	var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
+	var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
+
+	planes[ 0 ].set( me3 - me0, me7 - me4, me11 - me8, me15 - me12 );
+	planes[ 1 ].set( me3 + me0, me7 + me4, me11 + me8, me15 + me12 );
+	planes[ 2 ].set( me3 + me1, me7 + me5, me11 + me9, me15 + me13 );
+	planes[ 3 ].set( me3 - me1, me7 - me5, me11 - me9, me15 - me13 );
+	planes[ 4 ].set( me3 - me2, me7 - me6, me11 - me10, me15 - me14 );
+	planes[ 5 ].set( me3 + me2, me7 + me6, me11 + me10, me15 + me14 );
+
+	for ( var i = 0; i < 6; i ++ ) {
+
+		plane = planes[ i ];
+		plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
+
+	}
+
+};
+
+THREE.Frustum.prototype.contains = function ( object ) {
+
+	var distance = 0.0;
+	var planes = this.planes;
+	var matrix = object.matrixWorld;
+	var me = matrix.elements;
+	var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
+
+	for ( var i = 0; i < 6; i ++ ) {
+
+		distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w;
+		if ( distance <= radius ) return false;
+
+	}
+
+	return true;
+
+};
+
+THREE.Frustum.__v1 = new THREE.Vector3();
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+( function ( THREE ) {
+
+	THREE.Ray = function ( origin, direction, near, far ) {
+
+		this.origin = origin || new THREE.Vector3();
+		this.direction = direction || new THREE.Vector3();
+		this.near = near || 0;
+		this.far = far || Infinity;
+
+	};
+
+	var originCopy = new THREE.Vector3();
+
+	var localOriginCopy = new THREE.Vector3();
+	var localDirectionCopy = new THREE.Vector3();
+
+	var vector = new THREE.Vector3();
+	var normal = new THREE.Vector3();
+	var intersectPoint = new THREE.Vector3();
+
+	var inverseMatrix = new THREE.Matrix4();
+
+	var descSort = function ( a, b ) {
+
+		return a.distance - b.distance;
+
+	};
+
+	var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
+
+	var distanceFromIntersection = function ( origin, direction, position ) {
+
+		v0.sub( position, origin );
+
+		var dot = v0.dot( direction );
+
+		var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
+		var distance = position.distanceTo( intersect );
+
+		return distance;
+
+	};
+
+	// http://www.blackpawn.com/texts/pointinpoly/default.html
+
+	var pointInFace3 = function ( p, a, b, c ) {
+
+		v0.sub( c, a );
+		v1.sub( b, a );
+		v2.sub( p, a );
+
+		var dot00 = v0.dot( v0 );
+		var dot01 = v0.dot( v1 );
+		var dot02 = v0.dot( v2 );
+		var dot11 = v1.dot( v1 );
+		var dot12 = v1.dot( v2 );
+
+		var invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
+		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+		return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 );
+
+	};
+
+	var intersectObject = function ( object, ray, intersects ) {
+
+		if ( object instanceof THREE.Particle ) {
+
+			var distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
+
+			if ( distance > object.scale.x ) {
+
+				return intersects;
+
+			}
+
+			intersects.push( {
+
+				distance: distance,
+				point: object.position,
+				face: null,
+				object: object
+
+			} );
+
+		} else if ( object instanceof THREE.Mesh ) {
+
+			// Checking boundingSphere
+
+			var scaledRadius = object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis();
+
+			// Checking distance to ray
+
+			var distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
+
+			if ( distance > scaledRadius) {
+
+				return intersects;
+
+			}
+
+			// Checking faces
+
+			var geometry = object.geometry;
+			var vertices = geometry.vertices;
+
+			var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+			var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
+
+			var side = object.material.side;
+
+			var a, b, c, d;
+			var precision = ray.precision;
+
+			object.matrixRotationWorld.extractRotation( object.matrixWorld );
+
+			originCopy.copy( ray.origin );
+
+			inverseMatrix.getInverse( object.matrixWorld );
+
+			localOriginCopy.copy( originCopy );
+			inverseMatrix.multiplyVector3( localOriginCopy );
+
+			localDirectionCopy.copy( ray.direction );
+			inverseMatrix.rotateAxis( localDirectionCopy ).normalize();
+
+			for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+				var face = geometry.faces[ f ];
+
+				var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
+
+				if ( material === undefined ) continue;
+
+				side = material.side;
+
+				vector.sub( face.centroid, localOriginCopy );
+
+				var normal = face.normal;
+				var dot = localDirectionCopy.dot( normal );
+
+				// bail if ray and plane are parallel
+
+				if ( Math.abs( dot ) < precision ) continue;
+
+				// calc distance to plane
+
+				var scalar = normal.dot( vector ) / dot;
+
+				// if negative distance, then plane is behind ray
+
+				if ( scalar < 0 ) continue;
+
+				if ( side === THREE.DoubleSide || ( side === THREE.FrontSide ? dot < 0 : dot > 0 ) ) {
+
+					intersectPoint.add( localOriginCopy, localDirectionCopy.multiplyScalar( scalar ) );
+
+					if ( face instanceof THREE.Face3 ) {
+
+						a = vertices[ face.a ];
+						b = vertices[ face.b ];
+						c = vertices[ face.c ];
+
+						if ( pointInFace3( intersectPoint, a, b, c ) ) {
+
+							var point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
+							distance = originCopy.distanceTo( point );
+
+							if ( distance < ray.near || distance > ray.far ) continue;
+
+							intersects.push( {
+
+								distance: distance,
+								point: point,
+								face: face,
+								faceIndex: f,
+								object: object
+
+							} );
+
+						}
+
+					} else if ( face instanceof THREE.Face4 ) {
+
+						a = vertices[ face.a ];
+						b = vertices[ face.b ];
+						c = vertices[ face.c ];
+						d = vertices[ face.d ];
+
+						if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
+
+							var point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
+							distance = originCopy.distanceTo( point );
+
+							if ( distance < ray.near || distance > ray.far ) continue;
+
+							intersects.push( {
+
+								distance: distance,
+								point: point,
+								face: face,
+								faceIndex: f,
+								object: object
+
+							} );
+
+						}
+
+					}
+
+				}
+
+			}
+
+		}
+
+	};
+
+	var intersectDescendants = function ( object, ray, intersects ) {
+
+		var descendants = object.getDescendants();
+
+		for ( var i = 0, l = descendants.length; i < l; i ++ ) {
+
+			intersectObject( descendants[ i ], ray, intersects );
+
+		}
+	};
+
+	//
+
+	THREE.Ray.prototype.precision = 0.0001;
+
+	THREE.Ray.prototype.set = function ( origin, direction ) {
+
+		this.origin = origin;
+		this.direction = direction;
+
+	};
+
+	THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
+
+		var intersects = [];
+
+		if ( recursive === true ) {
+
+			intersectDescendants( object, this, intersects );
+
+		}
+
+		intersectObject( object, this, intersects );
+
+		intersects.sort( descSort );
+
+		return intersects;
+
+	};
+
+	THREE.Ray.prototype.intersectObjects = function ( objects, recursive ) {
+
+		var intersects = [];
+
+		for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+			intersectObject( objects[ i ], this, intersects );
+
+			if ( recursive === true ) {
+
+				intersectDescendants( objects[ i ], this, intersects );
+
+			}
+		}
+
+		intersects.sort( descSort );
+
+		return intersects;
+
+	};
+
+}( THREE ) );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Rectangle = function () {
+
+	var _left = 0;
+	var _top = 0;
+	var _right = 0;
+	var _bottom = 0;
+	var _width = 0;
+	var _height = 0;
+	var _isEmpty = true;
+
+	function resize() {
+
+		_width = _right - _left;
+		_height = _bottom - _top;
+
+	}
+
+	this.getX = function () {
+
+		return _left;
+
+	};
+
+	this.getY = function () {
+
+		return _top;
+
+	};
+
+	this.getWidth = function () {
+
+		return _width;
+
+	};
+
+	this.getHeight = function () {
+
+		return _height;
+
+	};
+
+	this.getLeft = function() {
+
+		return _left;
+
+	};
+
+	this.getTop = function() {
+
+		return _top;
+
+	};
+
+	this.getRight = function() {
+
+		return _right;
+
+	};
+
+	this.getBottom = function() {
+
+		return _bottom;
+
+	};
+
+	this.set = function ( left, top, right, bottom ) {
+
+		_isEmpty = false;
+
+		_left = left; _top = top;
+		_right = right; _bottom = bottom;
+
+		resize();
+
+	};
+
+	this.addPoint = function ( x, y ) {
+
+		if ( _isEmpty === true ) {
+
+			_isEmpty = false;
+			_left = x; _top = y;
+			_right = x; _bottom = y;
+
+			resize();
+
+		} else {
+
+			_left = _left < x ? _left : x; // Math.min( _left, x );
+			_top = _top < y ? _top : y; // Math.min( _top, y );
+			_right = _right > x ? _right : x; // Math.max( _right, x );
+			_bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y );
+
+			resize();
+		}
+
+	};
+
+	this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) {
+
+		if ( _isEmpty === true ) {
+
+			_isEmpty = false;
+			_left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 );
+			_top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 );
+			_right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 );
+			_bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 );
+
+			resize();
+
+		} else {
+
+			_left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) );
+			_top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) );
+			_right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) );
+			_bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) );
+
+			resize();
+
+		};
+
+	};
+
+	this.addRectangle = function ( r ) {
+
+		if ( _isEmpty === true ) {
+
+			_isEmpty = false;
+			_left = r.getLeft(); _top = r.getTop();
+			_right = r.getRight(); _bottom = r.getBottom();
+
+			resize();
+
+		} else {
+
+			_left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() );
+			_top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() );
+			_right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() );
+			_bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() );
+
+			resize();
+
+		}
+
+	};
+
+	this.inflate = function ( v ) {
+
+		_left -= v; _top -= v;
+		_right += v; _bottom += v;
+
+		resize();
+
+	};
+
+	this.minSelf = function ( r ) {
+
+		_left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() );
+		_top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() );
+		_right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() );
+		_bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() );
+
+		resize();
+
+	};
+
+	this.intersects = function ( r ) {
+
+		// http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/
+
+		if ( _right < r.getLeft() ) return false;
+		if ( _left > r.getRight() ) return false;
+		if ( _bottom < r.getTop() ) return false;
+		if ( _top > r.getBottom() ) return false;
+
+		return true;
+
+	};
+
+	this.empty = function () {
+
+		_isEmpty = true;
+
+		_left = 0; _top = 0;
+		_right = 0; _bottom = 0;
+
+		resize();
+
+	};
+
+	this.isEmpty = function () {
+
+		return _isEmpty;
+
+	};
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Math = {
+
+	// Clamp value to range <a, b>
+
+	clamp: function ( x, a, b ) {
+
+		return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+	},
+
+	// Clamp value to range <a, inf)
+
+	clampBottom: function ( x, a ) {
+
+		return x < a ? a : x;
+
+	},
+
+	// Linear mapping from range <a1, a2> to range <b1, b2>
+
+	mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+		return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+	},
+
+	// Random float from <0, 1> with 16 bits of randomness
+	// (standard Math.random() creates repetitive patterns when applied over larger space)
+
+	random16: function () {
+
+		return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+
+	},
+
+	// Random integer from <low, high> interval
+
+	randInt: function ( low, high ) {
+
+		return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+	},
+
+	// Random float from <low, high> interval
+
+	randFloat: function ( low, high ) {
+
+		return low + Math.random() * ( high - low );
+
+	},
+
+	// Random float from <-range/2, range/2> interval
+
+	randFloatSpread: function ( range ) {
+
+		return range * ( 0.5 - Math.random() );
+
+	},
+
+	sign: function ( x ) {
+
+		return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Object3D = function () {
+
+	THREE.Object3DLibrary.push( this );
+
+	this.id = THREE.Object3DIdCount ++;
+
+	this.name = '';
+	this.properties = {};
+
+	this.parent = undefined;
+	this.children = [];
+
+	this.up = new THREE.Vector3( 0, 1, 0 );
+
+	this.position = new THREE.Vector3();
+	this.rotation = new THREE.Vector3();
+	this.eulerOrder = THREE.Object3D.defaultEulerOrder;
+	this.scale = new THREE.Vector3( 1, 1, 1 );
+
+	this.renderDepth = null;
+
+	this.rotationAutoUpdate = true;
+
+	this.matrix = new THREE.Matrix4();
+	this.matrixWorld = new THREE.Matrix4();
+	this.matrixRotationWorld = new THREE.Matrix4();
+
+	this.matrixAutoUpdate = true;
+	this.matrixWorldNeedsUpdate = true;
+
+	this.quaternion = new THREE.Quaternion();
+	this.useQuaternion = false;
+
+	this.boundRadius = 0.0;
+	this.boundRadiusScale = 1.0;
+
+	this.visible = true;
+
+	this.castShadow = false;
+	this.receiveShadow = false;
+
+	this.frustumCulled = true;
+
+	this._vector = new THREE.Vector3();
+
+};
+
+
+THREE.Object3D.prototype = {
+
+	constructor: THREE.Object3D,
+
+	applyMatrix: function ( matrix ) {
+
+		this.matrix.multiply( matrix, this.matrix );
+
+		this.scale.getScaleFromMatrix( this.matrix );
+
+		var mat = new THREE.Matrix4().extractRotation( this.matrix );
+		this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );
+
+		this.position.getPositionFromMatrix( this.matrix );
+
+	},
+
+	translate: function ( distance, axis ) {
+
+		this.matrix.rotateAxis( axis );
+		this.position.addSelf( axis.multiplyScalar( distance ) );
+
+	},
+
+	translateX: function ( distance ) {
+
+		this.translate( distance, this._vector.set( 1, 0, 0 ) );
+
+	},
+
+	translateY: function ( distance ) {
+
+		this.translate( distance, this._vector.set( 0, 1, 0 ) );
+
+	},
+
+	translateZ: function ( distance ) {
+
+		this.translate( distance, this._vector.set( 0, 0, 1 ) );
+
+	},
+
+	localToWorld: function ( vector ) {
+
+		return this.matrixWorld.multiplyVector3( vector );
+
+	},
+
+	worldToLocal: function ( vector ) {
+
+		return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector );
+
+	},
+
+	lookAt: function ( vector ) {
+
+		// TODO: Add hierarchy support.
+
+		this.matrix.lookAt( vector, this.position, this.up );
+
+		if ( this.rotationAutoUpdate ) {
+
+			if ( this.useQuaternion === false )  {
+
+				this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+			} else {
+
+				this.quaternion.copy( this.matrix.decompose()[ 1 ] );
+
+			}
+
+		}
+
+	},
+
+	add: function ( object ) {
+
+		if ( object === this ) {
+
+			console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
+			return;
+
+		}
+
+		if ( object instanceof THREE.Object3D ) {
+
+			if ( object.parent !== undefined ) {
+
+				object.parent.remove( object );
+
+			}
+
+			object.parent = this;
+			this.children.push( object );
+
+			// add to scene
+
+			var scene = this;
+
+			while ( scene.parent !== undefined ) {
+
+				scene = scene.parent;
+
+			}
+
+			if ( scene !== undefined && scene instanceof THREE.Scene )  {
+
+				scene.__addObject( object );
+
+			}
+
+		}
+
+	},
+
+	remove: function ( object ) {
+
+		var index = this.children.indexOf( object );
+
+		if ( index !== - 1 ) {
+
+			object.parent = undefined;
+			this.children.splice( index, 1 );
+
+			// remove from scene
+
+			var scene = this;
+
+			while ( scene.parent !== undefined ) {
+
+				scene = scene.parent;
+
+			}
+
+			if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+				scene.__removeObject( object );
+
+			}
+
+		}
+
+	},
+
+	traverse: function ( callback ) {
+
+		callback( this );
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			this.children[ i ].traverse( callback );
+
+		}
+
+	},
+
+	getChildByName: function ( name, recursive ) {
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			var child = this.children[ i ];
+
+			if ( child.name === name ) {
+
+				return child;
+
+			}
+
+			if ( recursive === true ) {
+
+				child = child.getChildByName( name, recursive );
+
+				if ( child !== undefined ) {
+
+					return child;
+
+				}
+
+			}
+
+		}
+
+		return undefined;
+
+	},
+
+	getDescendants: function ( array ) {
+
+		if ( array === undefined ) array = [];
+
+		Array.prototype.push.apply( array, this.children );
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			this.children[ i ].getDescendants( array );
+
+		}
+
+		return array;
+
+	},
+
+	updateMatrix: function () {
+
+		this.matrix.setPosition( this.position );
+
+		if ( this.useQuaternion === false )  {
+
+			this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
+
+		} else {
+
+			this.matrix.setRotationFromQuaternion( this.quaternion );
+
+		}
+
+		if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
+
+			this.matrix.scale( this.scale );
+			this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) );
+
+		}
+
+		this.matrixWorldNeedsUpdate = true;
+
+	},
+
+	updateMatrixWorld: function ( force ) {
+
+		if ( this.matrixAutoUpdate === true ) this.updateMatrix();
+
+		if ( this.matrixWorldNeedsUpdate === true || force === true ) {
+
+			if ( this.parent === undefined ) {
+
+				this.matrixWorld.copy( this.matrix );
+
+			} else {
+
+				this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
+
+			}
+
+			this.matrixWorldNeedsUpdate = false;
+
+			force = true;
+
+		}
+
+		// update children
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			this.children[ i ].updateMatrixWorld( force );
+
+		}
+
+	},
+
+	clone: function ( object ) {
+
+		if ( object === undefined ) object = new THREE.Object3D();
+
+		object.name = this.name;
+
+		object.up.copy( this.up );
+
+		object.position.copy( this.position );
+		if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
+		object.eulerOrder = this.eulerOrder;
+		object.scale.copy( this.scale );
+
+		object.renderDepth = this.renderDepth;
+
+		object.rotationAutoUpdate = this.rotationAutoUpdate;
+
+		object.matrix.copy( this.matrix );
+		object.matrixWorld.copy( this.matrixWorld );
+		object.matrixRotationWorld.copy( this.matrixRotationWorld );
+
+		object.matrixAutoUpdate = this.matrixAutoUpdate;
+		object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
+
+		object.quaternion.copy( this.quaternion );
+		object.useQuaternion = this.useQuaternion;
+
+		object.boundRadius = this.boundRadius;
+		object.boundRadiusScale = this.boundRadiusScale;
+
+		object.visible = this.visible;
+
+		object.castShadow = this.castShadow;
+		object.receiveShadow = this.receiveShadow;
+
+		object.frustumCulled = this.frustumCulled;
+
+		for ( var i = 0; i < this.children.length; i ++ ) {
+
+			var child = this.children[ i ];
+			object.add( child.clone() );
+
+		}
+
+		return object;
+
+	},
+
+	deallocate: function () {
+
+		var index = THREE.Object3DLibrary.indexOf( this );
+		if ( index !== -1 ) THREE.Object3DLibrary.splice( index, 1 );
+
+	}
+
+};
+
+THREE.Object3D.__m1 = new THREE.Matrix4();
+THREE.Object3D.defaultEulerOrder = 'XYZ',
+
+THREE.Object3DIdCount = 0;
+THREE.Object3DLibrary = [];
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author julianwa / https://github.com/julianwa
+ */
+
+THREE.Projector = function() {
+
+	var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
+	_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
+	_face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
+	_face4Count, _face4Pool = [], _face4PoolLength = 0,
+	_line, _lineCount, _linePool = [], _linePoolLength = 0,
+	_particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
+
+	_renderData = { objects: [], sprites: [], lights: [], elements: [] },
+
+	_vector3 = new THREE.Vector3(),
+	_vector4 = new THREE.Vector4(),
+
+	_viewProjectionMatrix = new THREE.Matrix4(),
+	_modelViewProjectionMatrix = new THREE.Matrix4(),
+	_normalMatrix = new THREE.Matrix3(),
+
+	_frustum = new THREE.Frustum(),
+
+	_clippedVertex1PositionScreen = new THREE.Vector4(),
+	_clippedVertex2PositionScreen = new THREE.Vector4(),
+
+	_face3VertexNormals;
+
+	this.projectVector = function ( vector, camera ) {
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+		_viewProjectionMatrix.multiplyVector3( vector );
+
+		return vector;
+
+	};
+
+	this.unprojectVector = function ( vector, camera ) {
+
+		camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
+
+		_viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
+		_viewProjectionMatrix.multiplyVector3( vector );
+
+		return vector;
+
+	};
+
+	this.pickingRay = function ( vector, camera ) {
+
+		var end, ray, t;
+
+		// set two vectors with opposing z values
+		vector.z = -1.0;
+		end = new THREE.Vector3( vector.x, vector.y, 1.0 );
+
+		this.unprojectVector( vector, camera );
+		this.unprojectVector( end, camera );
+
+		// find direction from vector to end
+		end.subSelf( vector ).normalize();
+
+		return new THREE.Ray( vector, end );
+
+	};
+
+	var projectGraph = function ( root, sortObjects ) {
+
+		_objectCount = 0;
+
+		_renderData.objects.length = 0;
+		_renderData.sprites.length = 0;
+		_renderData.lights.length = 0;
+
+		var projectObject = function ( parent ) {
+
+			for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
+
+				var object = parent.children[ c ];
+
+				if ( object.visible === false ) continue;
+
+				if ( object instanceof THREE.Light ) {
+
+					_renderData.lights.push( object );
+
+				} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
+
+					if ( object.frustumCulled === false || _frustum.contains( object ) === true ) {
+
+						_object = getNextObjectInPool();
+						_object.object = object;
+
+						if ( object.renderDepth !== null ) {
+
+							_object.z = object.renderDepth;
+
+						} else {
+
+							_vector3.copy( object.matrixWorld.getPosition() );
+							_viewProjectionMatrix.multiplyVector3( _vector3 );
+							_object.z = _vector3.z;
+
+						}
+
+						_renderData.objects.push( _object );
+
+					}
+
+				} else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
+
+					_object = getNextObjectInPool();
+					_object.object = object;
+
+					// TODO: Find an elegant and performant solution and remove this dupe code.
+
+					if ( object.renderDepth !== null ) {
+
+						_object.z = object.renderDepth;
+
+					} else {
+
+						_vector3.copy( object.matrixWorld.getPosition() );
+						_viewProjectionMatrix.multiplyVector3( _vector3 );
+						_object.z = _vector3.z;
+
+					}
+
+					_renderData.sprites.push( _object );
+
+				} else {
+
+					_object = getNextObjectInPool();
+					_object.object = object;
+
+					if ( object.renderDepth !== null ) {
+
+						_object.z = object.renderDepth;
+
+					} else {
+
+						_vector3.copy( object.matrixWorld.getPosition() );
+						_viewProjectionMatrix.multiplyVector3( _vector3 );
+						_object.z = _vector3.z;
+
+					}
+
+					_renderData.objects.push( _object );
+
+				}
+
+				projectObject( object );
+
+			}
+
+		};
+
+		projectObject( root );
+
+		if ( sortObjects === true ) _renderData.objects.sort( painterSort );
+
+		return _renderData;
+
+	};
+
+	this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
+
+		var near = camera.near, far = camera.far, visible = false,
+		o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, modelMatrix,
+		geometry, vertices, vertex, vertexPositionScreen,
+		faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
+		v1, v2, v3, v4, isFaceMaterial, objectMaterials, material, side;
+
+		_face3Count = 0;
+		_face4Count = 0;
+		_lineCount = 0;
+		_particleCount = 0;
+
+		_renderData.elements.length = 0;
+
+		scene.updateMatrixWorld();
+
+		if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+
+		_frustum.setFromMatrix( _viewProjectionMatrix );
+
+		_renderData = projectGraph( scene, sortObjects );
+
+		for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
+
+			object = _renderData.objects[ o ].object;
+
+			modelMatrix = object.matrixWorld;
+
+			_vertexCount = 0;
+
+			if ( object instanceof THREE.Mesh ) {
+
+				geometry = object.geometry;
+
+				vertices = geometry.vertices;
+				faces = geometry.faces;
+				faceVertexUvs = geometry.faceVertexUvs;
+
+				_normalMatrix.getInverse( modelMatrix );
+				_normalMatrix.transpose();
+
+				isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+				objectMaterials = isFaceMaterial === true ? object.material : null;
+
+				side = object.material.side;
+
+				for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
+
+					_vertex = getNextVertexInPool();
+					_vertex.positionWorld.copy( vertices[ v ] );
+
+					modelMatrix.multiplyVector3( _vertex.positionWorld );
+
+					_vertex.positionScreen.copy( _vertex.positionWorld );
+					_viewProjectionMatrix.multiplyVector4( _vertex.positionScreen );
+
+					_vertex.positionScreen.x /= _vertex.positionScreen.w;
+					_vertex.positionScreen.y /= _vertex.positionScreen.w;
+
+					_vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
+
+				}
+
+				for ( f = 0, fl = faces.length; f < fl; f ++ ) {
+
+					face = faces[ f ];
+
+					material = isFaceMaterial === true ? objectMaterials.materials[ face.materialIndex ] : object.material;
+
+					if ( material === undefined ) continue;
+
+					side = material.side;
+
+					if ( face instanceof THREE.Face3 ) {
+
+						v1 = _vertexPool[ face.a ];
+						v2 = _vertexPool[ face.b ];
+						v3 = _vertexPool[ face.c ];
+
+						if ( v1.visible === true && v2.visible === true && v3.visible === true ) {
+
+							visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+								( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
+
+							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+								_face = getNextFace3InPool();
+
+								_face.v1.copy( v1 );
+								_face.v2.copy( v2 );
+								_face.v3.copy( v3 );
+
+							} else {
+
+								continue;
+
+							}
+
+						} else {
+
+							continue;
+
+						}
+
+					} else if ( face instanceof THREE.Face4 ) {
+
+						v1 = _vertexPool[ face.a ];
+						v2 = _vertexPool[ face.b ];
+						v3 = _vertexPool[ face.c ];
+						v4 = _vertexPool[ face.d ];
+
+						if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) {
+
+							visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+								( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
+								( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
+								( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
+
+
+							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+								_face = getNextFace4InPool();
+
+								_face.v1.copy( v1 );
+								_face.v2.copy( v2 );
+								_face.v3.copy( v3 );
+								_face.v4.copy( v4 );
+
+							} else {
+
+								continue;
+
+							}
+
+						} else {
+
+							continue;
+
+						}
+
+					}
+
+					_face.normalWorld.copy( face.normal );
+
+					if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate();
+					_normalMatrix.multiplyVector3( _face.normalWorld ).normalize();
+
+					_face.centroidWorld.copy( face.centroid );
+					modelMatrix.multiplyVector3( _face.centroidWorld );
+
+					_face.centroidScreen.copy( _face.centroidWorld );
+					_viewProjectionMatrix.multiplyVector3( _face.centroidScreen );
+
+					faceVertexNormals = face.vertexNormals;
+
+					for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
+
+						normal = _face.vertexNormalsWorld[ n ];
+						normal.copy( faceVertexNormals[ n ] );
+
+						if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate();
+
+						_normalMatrix.multiplyVector3( normal ).normalize();
+
+					}
+
+					_face.vertexNormalsLength = faceVertexNormals.length;
+
+					for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
+
+						uvs = faceVertexUvs[ c ][ f ];
+
+						if ( uvs === undefined ) continue;
+
+						for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
+
+							_face.uvs[ c ][ u ] = uvs[ u ];
+
+						}
+
+					}
+
+					_face.color = face.color;
+					_face.material = material;
+
+					_face.z = _face.centroidScreen.z;
+
+					_renderData.elements.push( _face );
+
+				}
+
+			} else if ( object instanceof THREE.Line ) {
+
+				_modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix );
+
+				vertices = object.geometry.vertices;
+
+				v1 = getNextVertexInPool();
+				v1.positionScreen.copy( vertices[ 0 ] );
+				_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
+
+				// Handle LineStrip and LinePieces
+				var step = object.type === THREE.LinePieces ? 2 : 1;
+
+				for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
+
+					v1 = getNextVertexInPool();
+					v1.positionScreen.copy( vertices[ v ] );
+					_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
+
+					if ( ( v + 1 ) % step > 0 ) continue;
+
+					v2 = _vertexPool[ _vertexCount - 2 ];
+
+					_clippedVertex1PositionScreen.copy( v1.positionScreen );
+					_clippedVertex2PositionScreen.copy( v2.positionScreen );
+
+					if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
+
+						// Perform the perspective divide
+						_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
+						_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
+
+						_line = getNextLineInPool();
+						_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
+						_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
+
+						_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
+
+						_line.material = object.material;
+
+						_renderData.elements.push( _line );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
+
+			object = _renderData.sprites[ o ].object;
+
+			modelMatrix = object.matrixWorld;
+
+			if ( object instanceof THREE.Particle ) {
+
+				_vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 );
+				_viewProjectionMatrix.multiplyVector4( _vector4 );
+
+				_vector4.z /= _vector4.w;
+
+				if ( _vector4.z > 0 && _vector4.z < 1 ) {
+
+					_particle = getNextParticleInPool();
+					_particle.object = object;
+					_particle.x = _vector4.x / _vector4.w;
+					_particle.y = _vector4.y / _vector4.w;
+					_particle.z = _vector4.z;
+
+					_particle.rotation = object.rotation.z;
+
+					_particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
+					_particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
+
+					_particle.material = object.material;
+
+					_renderData.elements.push( _particle );
+
+				}
+
+			}
+
+		}
+
+		if ( sortElements === true ) _renderData.elements.sort( painterSort );
+
+		return _renderData;
+
+	};
+
+	// Pools
+
+	function getNextObjectInPool() {
+
+		if ( _objectCount === _objectPoolLength ) {
+
+			var object = new THREE.RenderableObject();
+			_objectPool.push( object );
+			_objectPoolLength ++;
+			_objectCount ++;
+			return object;
+
+		}
+
+		return _objectPool[ _objectCount ++ ];
+
+	}
+
+	function getNextVertexInPool() {
+
+		if ( _vertexCount === _vertexPoolLength ) {
+
+			var vertex = new THREE.RenderableVertex();
+			_vertexPool.push( vertex );
+			_vertexPoolLength ++;
+			_vertexCount ++;
+			return vertex;
+
+		}
+
+		return _vertexPool[ _vertexCount ++ ];
+
+	}
+
+	function getNextFace3InPool() {
+
+		if ( _face3Count === _face3PoolLength ) {
+
+			var face = new THREE.RenderableFace3();
+			_face3Pool.push( face );
+			_face3PoolLength ++;
+			_face3Count ++;
+			return face;
+
+		}
+
+		return _face3Pool[ _face3Count ++ ];
+
+
+	}
+
+	function getNextFace4InPool() {
+
+		if ( _face4Count === _face4PoolLength ) {
+
+			var face = new THREE.RenderableFace4();
+			_face4Pool.push( face );
+			_face4PoolLength ++;
+			_face4Count ++;
+			return face;
+
+		}
+
+		return _face4Pool[ _face4Count ++ ];
+
+	}
+
+	function getNextLineInPool() {
+
+		if ( _lineCount === _linePoolLength ) {
+
+			var line = new THREE.RenderableLine();
+			_linePool.push( line );
+			_linePoolLength ++;
+			_lineCount ++
+			return line;
+
+		}
+
+		return _linePool[ _lineCount ++ ];
+
+	}
+
+	function getNextParticleInPool() {
+
+		if ( _particleCount === _particlePoolLength ) {
+
+			var particle = new THREE.RenderableParticle();
+			_particlePool.push( particle );
+			_particlePoolLength ++;
+			_particleCount ++
+			return particle;
+
+		}
+
+		return _particlePool[ _particleCount ++ ];
+
+	}
+
+	//
+
+	function painterSort( a, b ) {
+
+		return b.z - a.z;
+
+	}
+
+	function clipLine( s1, s2 ) {
+
+		var alpha1 = 0, alpha2 = 1,
+
+		// Calculate the boundary coordinate of each vertex for the near and far clip planes,
+		// Z = -1 and Z = +1, respectively.
+		bc1near =  s1.z + s1.w,
+		bc2near =  s2.z + s2.w,
+		bc1far =  - s1.z + s1.w,
+		bc2far =  - s2.z + s2.w;
+
+		if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
+
+			// Both vertices lie entirely within all clip planes.
+			return true;
+
+		} else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
+
+			// Both vertices lie entirely outside one of the clip planes.
+			return false;
+
+		} else {
+
+			// The line segment spans at least one clip plane.
+
+			if ( bc1near < 0 ) {
+
+				// v1 lies outside the near plane, v2 inside
+				alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
+
+			} else if ( bc2near < 0 ) {
+
+				// v2 lies outside the near plane, v1 inside
+				alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
+
+			}
+
+			if ( bc1far < 0 ) {
+
+				// v1 lies outside the far plane, v2 inside
+				alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
+
+			} else if ( bc2far < 0 ) {
+
+				// v2 lies outside the far plane, v2 inside
+				alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
+
+			}
+
+			if ( alpha2 < alpha1 ) {
+
+				// The line segment spans two boundaries, but is outside both of them.
+				// (This can't happen when we're only clipping against just near/far but good
+				//  to leave the check here for future usage if other clip planes are added.)
+				return false;
+
+			} else {
+
+				// Update the s1 and s2 vertices to match the clipped line segment.
+				s1.lerpSelf( s2, alpha1 );
+				s2.lerpSelf( s1, 1 - alpha2 );
+
+				return true;
+
+			}
+
+		}
+
+	}
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Quaternion = function( x, y, z, w ) {
+
+	this.x = x || 0;
+	this.y = y || 0;
+	this.z = z || 0;
+	this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Quaternion.prototype = {
+
+	constructor: THREE.Quaternion,
+
+	set: function ( x, y, z, w ) {
+
+		this.x = x;
+		this.y = y;
+		this.z = z;
+		this.w = w;
+
+		return this;
+
+	},
+
+	copy: function ( q ) {
+
+		this.x = q.x;
+		this.y = q.y;
+		this.z = q.z;
+		this.w = q.w;
+
+		return this;
+
+	},
+
+	setFromEuler: function ( v, order ) {
+
+		// http://www.mathworks.com/matlabcentral/fileexchange/
+		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+		//	content/SpinCalc.m
+	
+		var c1 = Math.cos( v.x / 2 );
+		var c2 = Math.cos( v.y / 2 );
+		var c3 = Math.cos( v.z / 2 );
+		var s1 = Math.sin( v.x / 2 );
+		var s2 = Math.sin( v.y / 2 );
+		var s3 = Math.sin( v.z / 2 );
+
+		if ( order === undefined || order === 'XYZ' ) {
+
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+		} else if ( order === 'YXZ' ) {
+	
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
+				
+		} else if ( order === 'ZXY' ) {
+	
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
+				
+		} else if ( order === 'ZYX' ) {
+	
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
+				
+		} else if ( order === 'YZX' ) {
+			
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
+				
+		} else if ( order === 'XZY' ) {
+			
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
+				
+		}
+		
+		return this;
+
+	},
+
+	setFromAxisAngle: function ( axis, angle ) {
+
+		// from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+		// axis have to be normalized
+
+		var halfAngle = angle / 2,
+			s = Math.sin( halfAngle );
+
+		this.x = axis.x * s;
+		this.y = axis.y * s;
+		this.z = axis.z * s;
+		this.w = Math.cos( halfAngle );
+
+		return this;
+
+	},
+
+	setFromRotationMatrix: function ( m ) {
+
+		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+		
+		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+		
+		var te = m.elements,
+			
+			m11 = te[0], m12 = te[4], m13 = te[8],
+			m21 = te[1], m22 = te[5], m23 = te[9],
+			m31 = te[2], m32 = te[6], m33 = te[10],
+			
+			trace = m11 + m22 + m33,
+			s;
+		
+		if( trace > 0 ) {
+		
+			s = 0.5 / Math.sqrt( trace + 1.0 );
+			
+			this.w = 0.25 / s;
+			this.x = ( m32 - m23 ) * s;
+			this.y = ( m13 - m31 ) * s;
+			this.z = ( m21 - m12 ) * s;
+		
+		} else if ( m11 > m22 && m11 > m33 ) {
+		
+			s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
+			
+			this.w = (m32 - m23 ) / s;
+			this.x = 0.25 * s;
+			this.y = (m12 + m21 ) / s;
+			this.z = (m13 + m31 ) / s;
+		
+		} else if (m22 > m33) {
+		
+			s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
+			
+			this.w = (m13 - m31 ) / s;
+			this.x = (m12 + m21 ) / s;
+			this.y = 0.25 * s;
+			this.z = (m23 + m32 ) / s;
+		
+		} else {
+		
+			s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
+			
+			this.w = ( m21 - m12 ) / s;
+			this.x = ( m13 + m31 ) / s;
+			this.y = ( m23 + m32 ) / s;
+			this.z = 0.25 * s;
+		
+		}
+	
+		return this;
+
+	},
+
+	inverse: function () {
+
+		this.conjugate().normalize();
+
+		return this;
+
+	},
+
+	conjugate: function () {
+
+		this.x *= -1;
+		this.y *= -1;
+		this.z *= -1;
+
+		return this;
+
+	},
+
+	length: function () {
+
+		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+	},
+
+	normalize: function () {
+
+		var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+		if ( l === 0 ) {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+			this.w = 1;
+
+		} else {
+
+			l = 1 / l;
+
+			this.x = this.x * l;
+			this.y = this.y * l;
+			this.z = this.z * l;
+			this.w = this.w * l;
+
+		}
+
+		return this;
+
+	},
+
+	multiply: function ( a, b ) {
+
+		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+		var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w,
+		qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
+
+		this.x =  qax * qbw + qay * qbz - qaz * qby + qaw * qbx;
+		this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby;
+		this.z =  qax * qby - qay * qbx + qaz * qbw + qaw * qbz;
+		this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw;
+
+		return this;
+
+	},
+
+	multiplySelf: function ( b ) {
+
+		var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
+		qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
+
+		this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+		this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+		this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+		this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+		return this;
+
+	},
+
+	multiplyVector3: function ( vector, dest ) {
+
+		if ( !dest ) { dest = vector; }
+
+		var x    = vector.x,  y  = vector.y,  z  = vector.z,
+			qx   = this.x, qy = this.y, qz = this.z, qw = this.w;
+
+		// calculate quat * vector
+
+		var ix =  qw * x + qy * z - qz * y,
+			iy =  qw * y + qz * x - qx * z,
+			iz =  qw * z + qx * y - qy * x,
+			iw = -qx * x - qy * y - qz * z;
+
+		// calculate result * inverse quat
+
+		dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
+		dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
+		dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
+
+		return dest;
+
+	},
+
+	slerpSelf: function ( qb, t ) {
+
+		var x = this.x, y = this.y, z = this.z, w = this.w;
+
+		// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+		var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
+
+		if ( cosHalfTheta < 0 ) {
+
+			this.w = -qb.w;
+			this.x = -qb.x;
+			this.y = -qb.y;
+			this.z = -qb.z;
+
+			cosHalfTheta = -cosHalfTheta;
+
+		} else {
+
+			this.copy( qb );
+
+		}
+
+		if ( cosHalfTheta >= 1.0 ) {
+
+			this.w = w;
+			this.x = x;
+			this.y = y;
+			this.z = z;
+
+			return this;
+
+		}
+
+		var halfTheta = Math.acos( cosHalfTheta );
+		var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+		if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+			this.w = 0.5 * ( w + this.w );
+			this.x = 0.5 * ( x + this.x );
+			this.y = 0.5 * ( y + this.y );
+			this.z = 0.5 * ( z + this.z );
+
+			return this;
+
+		}
+
+		var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
+		ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+		this.w = ( w * ratioA + this.w * ratioB );
+		this.x = ( x * ratioA + this.x * ratioB );
+		this.y = ( y * ratioA + this.y * ratioB );
+		this.z = ( z * ratioA + this.z * ratioB );
+
+		return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Quaternion( this.x, this.y, this.z, this.w );
+
+	}
+
+}
+
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
+
+	// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+	var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;
+
+	if ( cosHalfTheta < 0 ) {
+
+		qm.w = -qb.w;
+		qm.x = -qb.x;
+		qm.y = -qb.y;
+		qm.z = -qb.z;
+
+		cosHalfTheta = -cosHalfTheta;
+
+	} else {
+
+		qm.copy( qb );
+
+	}
+
+	if ( Math.abs( cosHalfTheta ) >= 1.0 ) {
+
+		qm.w = qa.w;
+		qm.x = qa.x;
+		qm.y = qa.y;
+		qm.z = qa.z;
+
+		return qm;
+
+	}
+
+	var halfTheta = Math.acos( cosHalfTheta );
+	var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+	if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+		qm.w = 0.5 * ( qa.w + qm.w );
+		qm.x = 0.5 * ( qa.x + qm.x );
+		qm.y = 0.5 * ( qa.y + qm.y );
+		qm.z = 0.5 * ( qa.z + qm.z );
+
+		return qm;
+
+	}
+
+	var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta;
+	var ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+	qm.w = ( qa.w * ratioA + qm.w * ratioB );
+	qm.x = ( qa.x * ratioA + qm.x * ratioB );
+	qm.y = ( qa.y * ratioA + qm.y * ratioB );
+	qm.z = ( qa.z * ratioA + qm.z * ratioB );
+
+	return qm;
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Vertex = function ( v ) {
+
+	console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
+	return v;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
+
+	this.a = a;
+	this.b = b;
+	this.c = c;
+
+	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+	this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+	this.color = color instanceof THREE.Color ? color : new THREE.Color();
+	this.vertexColors = color instanceof Array ? color : [];
+
+	this.vertexTangents = [];
+
+	this.materialIndex = materialIndex;
+
+	this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face3.prototype = {
+
+	constructor: THREE.Face3,
+
+	clone: function () {
+
+		var face = new THREE.Face3( this.a, this.b, this.c );
+
+		face.normal.copy( this.normal );
+		face.color.copy( this.color );
+		face.centroid.copy( this.centroid );
+
+		face.materialIndex = this.materialIndex;
+
+		var i, il;
+		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+		return face;
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+	this.a = a;
+	this.b = b;
+	this.c = c;
+	this.d = d;
+
+	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+	this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+	this.color = color instanceof THREE.Color ? color : new THREE.Color();
+	this.vertexColors = color instanceof Array ? color : [];
+
+	this.vertexTangents = [];
+
+	this.materialIndex = materialIndex;
+
+	this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face4.prototype = {
+
+	constructor: THREE.Face4,
+
+	clone: function () {
+
+		var face = new THREE.Face4( this.a, this.b, this.c, this.d );
+
+		face.normal.copy( this.normal );
+		face.color.copy( this.color );
+		face.centroid.copy( this.centroid );
+
+		face.materialIndex = this.materialIndex;
+
+		var i, il;
+		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+		return face;
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.UV = function ( u, v ) {
+
+	this.u = u || 0;
+	this.v = v || 0;
+
+};
+
+THREE.UV.prototype = {
+
+	constructor: THREE.UV,
+
+	set: function ( u, v ) {
+
+		this.u = u;
+		this.v = v;
+
+		return this;
+
+	},
+
+	copy: function ( uv ) {
+
+		this.u = uv.u;
+		this.v = uv.v;
+
+		return this;
+
+	},
+
+	lerpSelf: function ( uv, alpha ) {
+
+		this.u += ( uv.u - this.u ) * alpha;
+		this.v += ( uv.v - this.v ) * alpha;
+
+		return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.UV( this.u, this.v );
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author kile / http://kile.stravaganza.org/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.Geometry = function () {
+
+	THREE.GeometryLibrary.push( this );
+
+	this.id = THREE.GeometryIdCount ++;
+
+	this.name = '';
+
+	this.vertices = [];
+	this.colors = [];  // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
+	this.normals = []; // one-to-one vertex normals, used in Ribbon
+
+	this.faces = [];
+
+	this.faceUvs = [[]];
+	this.faceVertexUvs = [[]];
+
+	this.morphTargets = [];
+	this.morphColors = [];
+	this.morphNormals = [];
+
+	this.skinWeights = [];
+	this.skinIndices = [];
+
+	this.lineDistances = [];
+
+	this.boundingBox = null;
+	this.boundingSphere = null;
+
+	this.hasTangents = false;
+
+	this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
+
+	// update flags
+
+	this.verticesNeedUpdate = false;
+	this.elementsNeedUpdate = false;
+	this.uvsNeedUpdate = false;
+	this.normalsNeedUpdate = false;
+	this.tangentsNeedUpdate = false;
+	this.colorsNeedUpdate = false;
+	this.lineDistancesNeedUpdate = false;
+
+	this.buffersNeedUpdate = false;
+
+};
+
+THREE.Geometry.prototype = {
+
+	constructor : THREE.Geometry,
+
+	applyMatrix: function ( matrix ) {
+
+		var normalMatrix = new THREE.Matrix3();
+
+		normalMatrix.getInverse( matrix ).transpose();
+
+		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+			var vertex = this.vertices[ i ];
+
+			matrix.multiplyVector3( vertex );
+
+		}
+
+		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
+
+			var face = this.faces[ i ];
+
+			normalMatrix.multiplyVector3( face.normal ).normalize();
+
+			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+				normalMatrix.multiplyVector3( face.vertexNormals[ j ] ).normalize();
+
+			}
+
+			matrix.multiplyVector3( face.centroid );
+
+		}
+
+	},
+
+	computeCentroids: function () {
+
+		var f, fl, face;
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+			face.centroid.set( 0, 0, 0 );
+
+			if ( face instanceof THREE.Face3 ) {
+
+				face.centroid.addSelf( this.vertices[ face.a ] );
+				face.centroid.addSelf( this.vertices[ face.b ] );
+				face.centroid.addSelf( this.vertices[ face.c ] );
+				face.centroid.divideScalar( 3 );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				face.centroid.addSelf( this.vertices[ face.a ] );
+				face.centroid.addSelf( this.vertices[ face.b ] );
+				face.centroid.addSelf( this.vertices[ face.c ] );
+				face.centroid.addSelf( this.vertices[ face.d ] );
+				face.centroid.divideScalar( 4 );
+
+			}
+
+		}
+
+	},
+
+	computeFaceNormals: function () {
+
+		var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
+		cb = new THREE.Vector3(), ab = new THREE.Vector3();
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			vA = this.vertices[ face.a ];
+			vB = this.vertices[ face.b ];
+			vC = this.vertices[ face.c ];
+
+			cb.sub( vC, vB );
+			ab.sub( vA, vB );
+			cb.crossSelf( ab );
+
+			cb.normalize();
+
+			face.normal.copy( cb );
+
+		}
+
+	},
+
+	computeVertexNormals: function ( areaWeighted ) {
+
+		var v, vl, f, fl, face, vertices;
+
+		// create internal buffers for reuse when calling this method repeatedly
+		// (otherwise memory allocation / deallocation every frame is big resource hog)
+
+		if ( this.__tmpVertices === undefined ) {
+
+			this.__tmpVertices = new Array( this.vertices.length );
+			vertices = this.__tmpVertices;
+
+			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+				vertices[ v ] = new THREE.Vector3();
+
+			}
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				if ( face instanceof THREE.Face3 ) {
+
+					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+				} else if ( face instanceof THREE.Face4 ) {
+
+					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+				}
+
+			}
+
+		} else {
+
+			vertices = this.__tmpVertices;
+
+			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+				vertices[ v ].set( 0, 0, 0 );
+
+			}
+
+		}
+
+		if ( areaWeighted ) {
+
+			// vertex normals weighted by triangle areas
+			// http://www.iquilezles.org/www/articles/normals/normals.htm
+
+			var vA, vB, vC, vD;
+			var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
+				db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				if ( face instanceof THREE.Face3 ) {
+
+					vA = this.vertices[ face.a ];
+					vB = this.vertices[ face.b ];
+					vC = this.vertices[ face.c ];
+
+					cb.sub( vC, vB );
+					ab.sub( vA, vB );
+					cb.crossSelf( ab );
+
+					vertices[ face.a ].addSelf( cb );
+					vertices[ face.b ].addSelf( cb );
+					vertices[ face.c ].addSelf( cb );
+
+				} else if ( face instanceof THREE.Face4 ) {
+
+					vA = this.vertices[ face.a ];
+					vB = this.vertices[ face.b ];
+					vC = this.vertices[ face.c ];
+					vD = this.vertices[ face.d ];
+
+					// abd
+
+					db.sub( vD, vB );
+					ab.sub( vA, vB );
+					db.crossSelf( ab );
+
+					vertices[ face.a ].addSelf( db );
+					vertices[ face.b ].addSelf( db );
+					vertices[ face.d ].addSelf( db );
+
+					// bcd
+
+					dc.sub( vD, vC );
+					bc.sub( vB, vC );
+					dc.crossSelf( bc );
+
+					vertices[ face.b ].addSelf( dc );
+					vertices[ face.c ].addSelf( dc );
+					vertices[ face.d ].addSelf( dc );
+
+				}
+
+			}
+
+		} else {
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				if ( face instanceof THREE.Face3 ) {
+
+					vertices[ face.a ].addSelf( face.normal );
+					vertices[ face.b ].addSelf( face.normal );
+					vertices[ face.c ].addSelf( face.normal );
+
+				} else if ( face instanceof THREE.Face4 ) {
+
+					vertices[ face.a ].addSelf( face.normal );
+					vertices[ face.b ].addSelf( face.normal );
+					vertices[ face.c ].addSelf( face.normal );
+					vertices[ face.d ].addSelf( face.normal );
+
+				}
+
+			}
+
+		}
+
+		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+			vertices[ v ].normalize();
+
+		}
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+				face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
+
+			}
+
+		}
+
+	},
+
+	computeMorphNormals: function () {
+
+		var i, il, f, fl, face;
+
+		// save original normals
+		// - create temp variables on first access
+		//   otherwise just copy (for faster repeated calls)
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			if ( ! face.__originalFaceNormal ) {
+
+				face.__originalFaceNormal = face.normal.clone();
+
+			} else {
+
+				face.__originalFaceNormal.copy( face.normal );
+
+			}
+
+			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
+
+			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
+
+				if ( ! face.__originalVertexNormals[ i ] ) {
+
+					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
+
+				} else {
+
+					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
+
+				}
+
+			}
+
+		}
+
+		// use temp geometry to compute face and vertex normals for each morph
+
+		var tmpGeo = new THREE.Geometry();
+		tmpGeo.faces = this.faces;
+
+		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
+
+			// create on first access
+
+			if ( ! this.morphNormals[ i ] ) {
+
+				this.morphNormals[ i ] = {};
+				this.morphNormals[ i ].faceNormals = [];
+				this.morphNormals[ i ].vertexNormals = [];
+
+				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
+				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
+
+				var faceNormal, vertexNormals;
+
+				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+					face = this.faces[ f ];
+
+					faceNormal = new THREE.Vector3();
+
+					if ( face instanceof THREE.Face3 ) {
+
+						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
+
+					} else {
+
+						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
+
+					}
+
+					dstNormalsFace.push( faceNormal );
+					dstNormalsVertex.push( vertexNormals );
+
+				}
+
+			}
+
+			var morphNormals = this.morphNormals[ i ];
+
+			// set vertices to morph target
+
+			tmpGeo.vertices = this.morphTargets[ i ].vertices;
+
+			// compute morph normals
+
+			tmpGeo.computeFaceNormals();
+			tmpGeo.computeVertexNormals();
+
+			// store morph normals
+
+			var faceNormal, vertexNormals;
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				faceNormal = morphNormals.faceNormals[ f ];
+				vertexNormals = morphNormals.vertexNormals[ f ];
+
+				faceNormal.copy( face.normal );
+
+				if ( face instanceof THREE.Face3 ) {
+
+					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+				} else {
+
+					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+					vertexNormals.d.copy( face.vertexNormals[ 3 ] );
+
+				}
+
+			}
+
+		}
+
+		// restore original normals
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			face.normal = face.__originalFaceNormal;
+			face.vertexNormals = face.__originalVertexNormals;
+
+		}
+
+	},
+
+	computeTangents: function () {
+
+		// based on http://www.terathon.com/code/tangent.html
+		// tangents go to vertices
+
+		var f, fl, v, vl, i, il, vertexIndex,
+			face, uv, vA, vB, vC, uvA, uvB, uvC,
+			x1, x2, y1, y2, z1, z2,
+			s1, s2, t1, t2, r, t, test,
+			tan1 = [], tan2 = [],
+			sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
+			tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
+			n = new THREE.Vector3(), w;
+
+		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+			tan1[ v ] = new THREE.Vector3();
+			tan2[ v ] = new THREE.Vector3();
+
+		}
+
+		function handleTriangle( context, a, b, c, ua, ub, uc ) {
+
+			vA = context.vertices[ a ];
+			vB = context.vertices[ b ];
+			vC = context.vertices[ c ];
+
+			uvA = uv[ ua ];
+			uvB = uv[ ub ];
+			uvC = uv[ uc ];
+
+			x1 = vB.x - vA.x;
+			x2 = vC.x - vA.x;
+			y1 = vB.y - vA.y;
+			y2 = vC.y - vA.y;
+			z1 = vB.z - vA.z;
+			z2 = vC.z - vA.z;
+
+			s1 = uvB.u - uvA.u;
+			s2 = uvC.u - uvA.u;
+			t1 = uvB.v - uvA.v;
+			t2 = uvC.v - uvA.v;
+
+			r = 1.0 / ( s1 * t2 - s2 * t1 );
+			sdir.set( ( t2 * x1 - t1 * x2 ) * r,
+					  ( t2 * y1 - t1 * y2 ) * r,
+					  ( t2 * z1 - t1 * z2 ) * r );
+			tdir.set( ( s1 * x2 - s2 * x1 ) * r,
+					  ( s1 * y2 - s2 * y1 ) * r,
+					  ( s1 * z2 - s2 * z1 ) * r );
+
+			tan1[ a ].addSelf( sdir );
+			tan1[ b ].addSelf( sdir );
+			tan1[ c ].addSelf( sdir );
+
+			tan2[ a ].addSelf( tdir );
+			tan2[ b ].addSelf( tdir );
+			tan2[ c ].addSelf( tdir );
+
+		}
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+			uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
+
+			if ( face instanceof THREE.Face3 ) {
+
+				handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
+				handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
+
+			}
+
+		}
+
+		var faceIndex = [ 'a', 'b', 'c', 'd' ];
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			for ( i = 0; i < face.vertexNormals.length; i++ ) {
+
+				n.copy( face.vertexNormals[ i ] );
+
+				vertexIndex = face[ faceIndex[ i ] ];
+
+				t = tan1[ vertexIndex ];
+
+				// Gram-Schmidt orthogonalize
+
+				tmp.copy( t );
+				tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+				// Calculate handedness
+
+				tmp2.cross( face.vertexNormals[ i ], t );
+				test = tmp2.dot( tan2[ vertexIndex ] );
+				w = (test < 0.0) ? -1.0 : 1.0;
+
+				face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
+
+			}
+
+		}
+
+		this.hasTangents = true;
+
+	},
+
+	computeLineDistances: function ( ) {
+
+		var d = 0;
+		var vertices = this.vertices;
+
+		for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+			if ( i > 0 ) {
+
+				d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
+
+			}
+
+			this.lineDistances[ i ] = d;
+
+		}
+
+	},
+
+	computeBoundingBox: function () {
+
+		if ( ! this.boundingBox ) {
+
+			this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() };
+
+		}
+
+		if ( this.vertices.length > 0 ) {
+
+			var position, firstPosition = this.vertices[ 0 ];
+
+			this.boundingBox.min.copy( firstPosition );
+			this.boundingBox.max.copy( firstPosition );
+
+			var min = this.boundingBox.min,
+				max = this.boundingBox.max;
+
+			for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) {
+
+				position = this.vertices[ v ];
+
+				if ( position.x < min.x ) {
+
+					min.x = position.x;
+
+				} else if ( position.x > max.x ) {
+
+					max.x = position.x;
+
+				}
+
+				if ( position.y < min.y ) {
+
+					min.y = position.y;
+
+				} else if ( position.y > max.y ) {
+
+					max.y = position.y;
+
+				}
+
+				if ( position.z < min.z ) {
+
+					min.z = position.z;
+
+				} else if ( position.z > max.z ) {
+
+					max.z = position.z;
+
+				}
+
+			}
+
+		} else {
+
+			this.boundingBox.min.set( 0, 0, 0 );
+			this.boundingBox.max.set( 0, 0, 0 );
+
+		}
+
+	},
+
+	computeBoundingSphere: function () {
+
+		var maxRadiusSq = 0;
+
+		if ( this.boundingSphere === null ) this.boundingSphere = { radius: 0 };
+
+		for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
+
+			var radiusSq = this.vertices[ i ].lengthSq();
+			if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
+
+		}
+
+		this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+	},
+
+	/*
+	 * Checks for duplicate vertices with hashmap.
+	 * Duplicated vertices are removed
+	 * and faces' vertices are updated.
+	 */
+
+	mergeVertices: function () {
+
+		var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
+		var unique = [], changes = [];
+
+		var v, key;
+		var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
+		var precision = Math.pow( 10, precisionPoints );
+		var i,il, face;
+		var abcd = 'abcd', o, k, j, jl, u;
+
+		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+			v = this.vertices[ i ];
+			key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
+
+			if ( verticesMap[ key ] === undefined ) {
+
+				verticesMap[ key ] = i;
+				unique.push( this.vertices[ i ] );
+				changes[ i ] = unique.length - 1;
+
+			} else {
+
+				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+				changes[ i ] = changes[ verticesMap[ key ] ];
+
+			}
+
+		};
+
+
+		// Start to patch face indices
+
+		for( i = 0, il = this.faces.length; i < il; i ++ ) {
+
+			face = this.faces[ i ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				face.a = changes[ face.a ];
+				face.b = changes[ face.b ];
+				face.c = changes[ face.c ];
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				face.a = changes[ face.a ];
+				face.b = changes[ face.b ];
+				face.c = changes[ face.c ];
+				face.d = changes[ face.d ];
+
+				// check dups in (a, b, c, d) and convert to -> face3
+
+				o = [ face.a, face.b, face.c, face.d ];
+
+				for ( k = 3; k > 0; k -- ) {
+
+					if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) {
+
+						// console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k);
+
+						o.splice( k, 1 );
+
+						this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex );
+
+						for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+							u = this.faceVertexUvs[ j ][ i ];
+							if ( u ) u.splice( k, 1 );
+
+						}
+
+						this.faces[ i ].vertexColors = face.vertexColors;
+
+						break;
+					}
+
+				}
+
+			}
+
+		}
+
+		// Use unique set of vertices
+
+		var diff = this.vertices.length - unique.length;
+		this.vertices = unique;
+		return diff;
+
+	},
+
+	clone: function () {
+
+		var geometry = new THREE.Geometry();
+
+		var vertices = this.vertices;
+
+		for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+			geometry.vertices.push( vertices[ i ].clone() );
+
+		}
+
+		var faces = this.faces;
+
+		for ( var i = 0, il = faces.length; i < il; i ++ ) {
+
+			geometry.faces.push( faces[ i ].clone() );
+
+		}
+
+		var uvs = this.faceVertexUvs[ 0 ];
+
+		for ( var i = 0, il = uvs.length; i < il; i ++ ) {
+
+			var uv = uvs[ i ], uvCopy = [];
+
+			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+				uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );
+
+			}
+
+			geometry.faceVertexUvs[ 0 ].push( uvCopy );
+
+		}
+
+		return geometry;
+
+	},
+
+	deallocate: function () {
+
+		var index = THREE.GeometryLibrary.indexOf( this );
+		if ( index !== -1 ) THREE.GeometryLibrary.splice( index, 1 );
+
+	}
+
+};
+
+THREE.GeometryIdCount = 0;
+THREE.GeometryLibrary = [];
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+	THREE.GeometryLibrary.push( this );
+
+	this.id = THREE.GeometryIdCount ++;
+
+	// attributes
+
+	this.attributes = {};
+
+	// attributes typed arrays are kept only if dynamic flag is set
+
+	this.dynamic = false;
+
+	// boundings
+
+	this.boundingBox = null;
+	this.boundingSphere = null;
+
+	this.hasTangents = false;
+
+	// for compatibility
+
+	this.morphTargets = [];
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+	constructor : THREE.BufferGeometry,
+
+	applyMatrix: function ( matrix ) {
+
+		var positionArray;
+		var normalArray;
+
+		if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
+		if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
+
+		if ( positionArray !== undefined ) {
+
+			matrix.multiplyVector3Array( positionArray );
+			this.verticesNeedUpdate = true;
+
+		}
+
+		if ( normalArray !== undefined ) {
+
+			var normalMatrix = new THREE.Matrix3();
+			normalMatrix.getInverse( matrix ).transpose();
+
+			normalMatrix.multiplyVector3Array( normalArray );
+
+			this.normalizeNormals();
+
+			this.normalsNeedUpdate = true;
+
+		}
+
+	},
+
+	computeBoundingBox: function () {
+
+		if ( ! this.boundingBox ) {
+
+			this.boundingBox = {
+
+				min: new THREE.Vector3( Infinity, Infinity, Infinity ),
+				max: new THREE.Vector3( -Infinity, -Infinity, -Infinity )
+
+			};
+
+		}
+
+		var positions = this.attributes[ "position" ].array;
+
+		if ( positions ) {
+
+			var bb = this.boundingBox;
+			var x, y, z;
+
+			for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+				x = positions[ i ];
+				y = positions[ i + 1 ];
+				z = positions[ i + 2 ];
+
+				// bounding box
+
+				if ( x < bb.min.x ) {
+
+					bb.min.x = x;
+
+				} else if ( x > bb.max.x ) {
+
+					bb.max.x = x;
+
+				}
+
+				if ( y < bb.min.y ) {
+
+					bb.min.y = y;
+
+				} else if ( y > bb.max.y ) {
+
+					bb.max.y = y;
+
+				}
+
+				if ( z < bb.min.z ) {
+
+					bb.min.z = z;
+
+				} else if ( z > bb.max.z ) {
+
+					bb.max.z = z;
+
+				}
+
+			}
+
+		}
+
+		if ( positions === undefined || positions.length === 0 ) {
+
+			this.boundingBox.min.set( 0, 0, 0 );
+			this.boundingBox.max.set( 0, 0, 0 );
+
+		}
+
+	},
+
+	computeBoundingSphere: function () {
+
+		if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 };
+
+		var positions = this.attributes[ "position" ].array;
+
+		if ( positions ) {
+
+			var radiusSq, maxRadiusSq = 0;
+			var x, y, z;
+
+			for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+				x = positions[ i ];
+				y = positions[ i + 1 ];
+				z = positions[ i + 2 ];
+
+				radiusSq =  x * x + y * y + z * z;
+				if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
+
+			}
+
+			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+		}
+
+	},
+
+	computeVertexNormals: function () {
+
+		if ( this.attributes[ "position" ] && this.attributes[ "index" ] ) {
+
+			var i, il;
+			var j, jl;
+
+			var nVertexElements = this.attributes[ "position" ].array.length;
+
+			if ( this.attributes[ "normal" ] === undefined ) {
+
+				this.attributes[ "normal" ] = {
+
+					itemSize: 3,
+					array: new Float32Array( nVertexElements ),
+					numItems: nVertexElements
+
+				};
+
+			} else {
+
+				// reset existing normals to zero
+
+				for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
+
+					this.attributes[ "normal" ].array[ i ] = 0;
+
+				}
+
+			}
+
+			var offsets = this.offsets;
+
+			var indices = this.attributes[ "index" ].array;
+			var positions = this.attributes[ "position" ].array;
+			var normals = this.attributes[ "normal" ].array;
+
+			var vA, vB, vC, x, y, z,
+
+			pA = new THREE.Vector3(),
+			pB = new THREE.Vector3(),
+			pC = new THREE.Vector3(),
+
+			cb = new THREE.Vector3(),
+			ab = new THREE.Vector3();
+
+			for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+				var start = offsets[ j ].start;
+				var count = offsets[ j ].count;
+				var index = offsets[ j ].index;
+
+				for ( i = start, il = start + count; i < il; i += 3 ) {
+
+					vA = index + indices[ i ];
+					vB = index + indices[ i + 1 ];
+					vC = index + indices[ i + 2 ];
+
+					x = positions[ vA * 3 ];
+					y = positions[ vA * 3 + 1 ];
+					z = positions[ vA * 3 + 2 ];
+					pA.set( x, y, z );
+
+					x = positions[ vB * 3 ];
+					y = positions[ vB * 3 + 1 ];
+					z = positions[ vB * 3 + 2 ];
+					pB.set( x, y, z );
+
+					x = positions[ vC * 3 ];
+					y = positions[ vC * 3 + 1 ];
+					z = positions[ vC * 3 + 2 ];
+					pC.set( x, y, z );
+
+					cb.sub( pC, pB );
+					ab.sub( pA, pB );
+					cb.crossSelf( ab );
+
+					normals[ vA * 3 ] 	  += cb.x;
+					normals[ vA * 3 + 1 ] += cb.y;
+					normals[ vA * 3 + 2 ] += cb.z;
+
+					normals[ vB * 3 ] 	  += cb.x;
+					normals[ vB * 3 + 1 ] += cb.y;
+					normals[ vB * 3 + 2 ] += cb.z;
+
+					normals[ vC * 3 ] 	  += cb.x;
+					normals[ vC * 3 + 1 ] += cb.y;
+					normals[ vC * 3 + 2 ] += cb.z;
+
+				}
+
+			}
+
+			this.normalizeNormals();
+
+			this.normalsNeedUpdate = true;
+
+		}
+
+	},
+
+	normalizeNormals: function () {
+
+		var normals = this.attributes[ "normal" ].array;
+
+		var x, y, z, n;
+
+		for ( var i = 0, il = normals.length; i < il; i += 3 ) {
+
+			x = normals[ i ];
+			y = normals[ i + 1 ];
+			z = normals[ i + 2 ];
+
+			n = 1.0 / Math.sqrt( x * x + y * y + z * z );
+
+			normals[ i ] 	 *= n;
+			normals[ i + 1 ] *= n;
+			normals[ i + 2 ] *= n;
+
+		}
+
+	},
+
+	computeTangents: function () {
+
+		// based on http://www.terathon.com/code/tangent.html
+		// (per vertex tangents)
+
+		if ( this.attributes[ "index" ] === undefined ||
+			 this.attributes[ "position" ] === undefined ||
+			 this.attributes[ "normal" ] === undefined ||
+			 this.attributes[ "uv" ] === undefined ) {
+
+			console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
+			return;
+
+		}
+
+		var indices = this.attributes[ "index" ].array;
+		var positions = this.attributes[ "position" ].array;
+		var normals = this.attributes[ "normal" ].array;
+		var uvs = this.attributes[ "uv" ].array;
+
+		var nVertices = positions.length / 3;
+
+		if ( this.attributes[ "tangent" ] === undefined ) {
+
+			var nTangentElements = 4 * nVertices;
+
+			this.attributes[ "tangent" ] = {
+
+				itemSize: 4,
+				array: new Float32Array( nTangentElements ),
+				numItems: nTangentElements
+
+			};
+
+		}
+
+		var tangents = this.attributes[ "tangent" ].array;
+
+		var tan1 = [], tan2 = [];
+
+		for ( var k = 0; k < nVertices; k ++ ) {
+
+			tan1[ k ] = new THREE.Vector3();
+			tan2[ k ] = new THREE.Vector3();
+
+		}
+
+		var xA, yA, zA,
+			xB, yB, zB,
+			xC, yC, zC,
+
+			uA, vA,
+			uB, vB,
+			uC, vC,
+
+			x1, x2, y1, y2, z1, z2,
+			s1, s2, t1, t2, r;
+
+		var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
+
+		function handleTriangle( a, b, c ) {
+
+			xA = positions[ a * 3 ];
+			yA = positions[ a * 3 + 1 ];
+			zA = positions[ a * 3 + 2 ];
+
+			xB = positions[ b * 3 ];
+			yB = positions[ b * 3 + 1 ];
+			zB = positions[ b * 3 + 2 ];
+
+			xC = positions[ c * 3 ];
+			yC = positions[ c * 3 + 1 ];
+			zC = positions[ c * 3 + 2 ];
+
+			uA = uvs[ a * 2 ];
+			vA = uvs[ a * 2 + 1 ];
+
+			uB = uvs[ b * 2 ];
+			vB = uvs[ b * 2 + 1 ];
+
+			uC = uvs[ c * 2 ];
+			vC = uvs[ c * 2 + 1 ];
+
+			x1 = xB - xA;
+			x2 = xC - xA;
+
+			y1 = yB - yA;
+			y2 = yC - yA;
+
+			z1 = zB - zA;
+			z2 = zC - zA;
+
+			s1 = uB - uA;
+			s2 = uC - uA;
+
+			t1 = vB - vA;
+			t2 = vC - vA;
+
+			r = 1.0 / ( s1 * t2 - s2 * t1 );
+
+			sdir.set(
+				( t2 * x1 - t1 * x2 ) * r,
+				( t2 * y1 - t1 * y2 ) * r,
+				( t2 * z1 - t1 * z2 ) * r
+			);
+
+			tdir.set(
+				( s1 * x2 - s2 * x1 ) * r,
+				( s1 * y2 - s2 * y1 ) * r,
+				( s1 * z2 - s2 * z1 ) * r
+			);
+
+			tan1[ a ].addSelf( sdir );
+			tan1[ b ].addSelf( sdir );
+			tan1[ c ].addSelf( sdir );
+
+			tan2[ a ].addSelf( tdir );
+			tan2[ b ].addSelf( tdir );
+			tan2[ c ].addSelf( tdir );
+
+		}
+
+		var i, il;
+		var j, jl;
+		var iA, iB, iC;
+
+		var offsets = this.offsets;
+
+		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+			var start = offsets[ j ].start;
+			var count = offsets[ j ].count;
+			var index = offsets[ j ].index;
+
+			for ( i = start, il = start + count; i < il; i += 3 ) {
+
+				iA = index + indices[ i ];
+				iB = index + indices[ i + 1 ];
+				iC = index + indices[ i + 2 ];
+
+				handleTriangle( iA, iB, iC );
+
+			}
+
+		}
+
+		var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
+		var n = new THREE.Vector3(), n2 = new THREE.Vector3();
+		var w, t, test;
+		var nx, ny, nz;
+
+		function handleVertex( v ) {
+
+			n.x = normals[ v * 3 ];
+			n.y = normals[ v * 3 + 1 ];
+			n.z = normals[ v * 3 + 2 ];
+
+			n2.copy( n );
+
+			t = tan1[ v ];
+
+			// Gram-Schmidt orthogonalize
+
+			tmp.copy( t );
+			tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+			// Calculate handedness
+
+			tmp2.cross( n2, t );
+			test = tmp2.dot( tan2[ v ] );
+			w = ( test < 0.0 ) ? -1.0 : 1.0;
+
+			tangents[ v * 4 ] 	  = tmp.x;
+			tangents[ v * 4 + 1 ] = tmp.y;
+			tangents[ v * 4 + 2 ] = tmp.z;
+			tangents[ v * 4 + 3 ] = w;
+
+		}
+
+		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+			var start = offsets[ j ].start;
+			var count = offsets[ j ].count;
+			var index = offsets[ j ].index;
+
+			for ( i = start, il = start + count; i < il; i += 3 ) {
+
+				iA = index + indices[ i ];
+				iB = index + indices[ i + 1 ];
+				iC = index + indices[ i + 2 ];
+
+				handleVertex( iA );
+				handleVertex( iB );
+				handleVertex( iC );
+
+			}
+
+		}
+
+		this.hasTangents = true;
+		this.tangentsNeedUpdate = true;
+
+	},
+
+	deallocate: function () {
+
+		var index = THREE.GeometryLibrary.indexOf( this );
+		if ( index !== -1 ) THREE.GeometryLibrary.splice( index, 1 );
+
+	}
+
+};
+
+/**
+ * Spline from Tween.js, slightly optimized (and trashed)
+ * http://sole.github.com/tween.js/examples/05_spline.html
+ *
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Spline = function ( points ) {
+
+	this.points = points;
+
+	var c = [], v3 = { x: 0, y: 0, z: 0 },
+	point, intPoint, weight, w2, w3,
+	pa, pb, pc, pd;
+
+	this.initFromArray = function( a ) {
+
+		this.points = [];
+
+		for ( var i = 0; i < a.length; i++ ) {
+
+			this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
+
+		}
+
+	};
+
+	this.getPoint = function ( k ) {
+
+		point = ( this.points.length - 1 ) * k;
+		intPoint = Math.floor( point );
+		weight = point - intPoint;
+
+		c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+		c[ 1 ] = intPoint;
+		c[ 2 ] = intPoint  > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
+		c[ 3 ] = intPoint  > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
+
+		pa = this.points[ c[ 0 ] ];
+		pb = this.points[ c[ 1 ] ];
+		pc = this.points[ c[ 2 ] ];
+		pd = this.points[ c[ 3 ] ];
+
+		w2 = weight * weight;
+		w3 = weight * w2;
+
+		v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
+		v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
+		v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
+
+		return v3;
+
+	};
+
+	this.getControlPointsArray = function () {
+
+		var i, p, l = this.points.length,
+			coords = [];
+
+		for ( i = 0; i < l; i ++ ) {
+
+			p = this.points[ i ];
+			coords[ i ] = [ p.x, p.y, p.z ];
+
+		}
+
+		return coords;
+
+	};
+
+	// approximate length by summing linear segments
+
+	this.getLength = function ( nSubDivisions ) {
+
+		var i, index, nSamples, position,
+			point = 0, intPoint = 0, oldIntPoint = 0,
+			oldPosition = new THREE.Vector3(),
+			tmpVec = new THREE.Vector3(),
+			chunkLengths = [],
+			totalLength = 0;
+
+		// first point has 0 length
+
+		chunkLengths[ 0 ] = 0;
+
+		if ( !nSubDivisions ) nSubDivisions = 100;
+
+		nSamples = this.points.length * nSubDivisions;
+
+		oldPosition.copy( this.points[ 0 ] );
+
+		for ( i = 1; i < nSamples; i ++ ) {
+
+			index = i / nSamples;
+
+			position = this.getPoint( index );
+			tmpVec.copy( position );
+
+			totalLength += tmpVec.distanceTo( oldPosition );
+
+			oldPosition.copy( position );
+
+			point = ( this.points.length - 1 ) * index;
+			intPoint = Math.floor( point );
+
+			if ( intPoint != oldIntPoint ) {
+
+				chunkLengths[ intPoint ] = totalLength;
+				oldIntPoint = intPoint;
+
+			}
+
+		}
+
+		// last point ends with total length
+
+		chunkLengths[ chunkLengths.length ] = totalLength;
+
+		return { chunks: chunkLengths, total: totalLength };
+
+	};
+
+	this.reparametrizeByArcLength = function ( samplingCoef ) {
+
+		var i, j,
+			index, indexCurrent, indexNext,
+			linearDistance, realDistance,
+			sampling, position,
+			newpoints = [],
+			tmpVec = new THREE.Vector3(),
+			sl = this.getLength();
+
+		newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
+
+		for ( i = 1; i < this.points.length; i++ ) {
+
+			//tmpVec.copy( this.points[ i - 1 ] );
+			//linearDistance = tmpVec.distanceTo( this.points[ i ] );
+
+			realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
+
+			sampling = Math.ceil( samplingCoef * realDistance / sl.total );
+
+			indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
+			indexNext = i / ( this.points.length - 1 );
+
+			for ( j = 1; j < sampling - 1; j++ ) {
+
+				index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
+
+				position = this.getPoint( index );
+				newpoints.push( tmpVec.copy( position ).clone() );
+
+			}
+
+			newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
+
+		}
+
+		this.points = newpoints;
+
+	};
+
+	// Catmull-Rom
+
+	function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
+
+		var v0 = ( p2 - p0 ) * 0.5,
+			v1 = ( p3 - p1 ) * 0.5;
+
+		return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+	};
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.Camera = function () {
+
+	THREE.Object3D.call( this );
+
+	this.matrixWorldInverse = new THREE.Matrix4();
+
+	this.projectionMatrix = new THREE.Matrix4();
+	this.projectionMatrixInverse = new THREE.Matrix4();
+
+};
+
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Camera.prototype.lookAt = function ( vector ) {
+
+	// TODO: Add hierarchy support.
+
+	this.matrix.lookAt( this.position, vector, this.up );
+
+	if ( this.rotationAutoUpdate === true ) {
+
+		if ( this.useQuaternion === false )  {
+
+			this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+		} else {
+
+			this.quaternion.copy( this.matrix.decompose()[ 1 ] );
+
+		}
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
+
+	THREE.Camera.call( this );
+
+	this.left = left;
+	this.right = right;
+	this.top = top;
+	this.bottom = bottom;
+
+	this.near = ( near !== undefined ) ? near : 0.1;
+	this.far = ( far !== undefined ) ? far : 2000;
+
+	this.updateProjectionMatrix();
+
+};
+
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+
+	this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author greggman / http://games.greggman.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
+
+	THREE.Camera.call( this );
+
+	this.fov = fov !== undefined ? fov : 50;
+	this.aspect = aspect !== undefined ? aspect : 1;
+	this.near = near !== undefined ? near : 0.1;
+	this.far = far !== undefined ? far : 2000;
+
+	this.updateProjectionMatrix();
+
+};
+
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
+
+
+/**
+ * Uses Focal Length (in mm) to estimate and set FOV
+ * 35mm (fullframe) camera is used if frame size is not specified;
+ * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+ */
+
+THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+	if ( frameHeight === undefined ) frameHeight = 24;
+
+	this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
+	this.updateProjectionMatrix();
+
+}
+
+
+/**
+ * Sets an offset in a larger frustum. This is useful for multi-window or
+ * multi-monitor/multi-machine setups.
+ *
+ * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+ * the monitors are in grid like this
+ *
+ *   +---+---+---+
+ *   | A | B | C |
+ *   +---+---+---+
+ *   | D | E | F |
+ *   +---+---+---+
+ *
+ * then for each monitor you would call it like this
+ *
+ *   var w = 1920;
+ *   var h = 1080;
+ *   var fullWidth = w * 3;
+ *   var fullHeight = h * 2;
+ *
+ *   --A--
+ *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+ *   --B--
+ *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+ *   --C--
+ *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+ *   --D--
+ *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+ *   --E--
+ *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+ *   --F--
+ *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
+ *
+ *   Note there is no reason monitors have to be the same size or in a grid.
+ */
+
+THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
+
+	this.fullWidth = fullWidth;
+	this.fullHeight = fullHeight;
+	this.x = x;
+	this.y = y;
+	this.width = width;
+	this.height = height;
+
+	this.updateProjectionMatrix();
+
+};
+
+
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
+
+	if ( this.fullWidth ) {
+
+		var aspect = this.fullWidth / this.fullHeight;
+		var top = Math.tan( this.fov * Math.PI / 360 ) * this.near;
+		var bottom = -top;
+		var left = aspect * bottom;
+		var right = aspect * top;
+		var width = Math.abs( right - left );
+		var height = Math.abs( top - bottom );
+
+		this.projectionMatrix.makeFrustum(
+			left + this.x * width / this.fullWidth,
+			left + ( this.x + this.width ) * width / this.fullWidth,
+			top - ( this.y + this.height ) * height / this.fullHeight,
+			top - this.y * height / this.fullHeight,
+			this.near,
+			this.far
+		);
+
+	} else {
+
+		this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+ 
+THREE.Light = function ( hex ) {
+
+	THREE.Object3D.call( this );
+
+	this.color = new THREE.Color( hex );
+
+};
+
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AmbientLight = function ( hex ) {
+
+	THREE.Light.call( this, hex );
+
+};
+
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DirectionalLight = function ( hex, intensity ) {
+
+	THREE.Light.call( this, hex );
+
+	this.position = new THREE.Vector3( 0, 1, 0 );
+	this.target = new THREE.Object3D();
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+	this.castShadow = false;
+	this.onlyShadow = false;
+
+	//
+
+	this.shadowCameraNear = 50;
+	this.shadowCameraFar = 5000;
+
+	this.shadowCameraLeft = -500;
+	this.shadowCameraRight = 500;
+	this.shadowCameraTop = 500;
+	this.shadowCameraBottom = -500;
+
+	this.shadowCameraVisible = false;
+
+	this.shadowBias = 0;
+	this.shadowDarkness = 0.5;
+
+	this.shadowMapWidth = 512;
+	this.shadowMapHeight = 512;
+
+	//
+
+	this.shadowCascade = false;
+
+	this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
+	this.shadowCascadeCount = 2;
+
+	this.shadowCascadeBias = [ 0, 0, 0 ];
+	this.shadowCascadeWidth = [ 512, 512, 512 ];
+	this.shadowCascadeHeight = [ 512, 512, 512 ];
+
+	this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
+	this.shadowCascadeFarZ  = [  0.990, 0.998, 1.000 ];
+
+	this.shadowCascadeArray = [];
+
+	//
+
+	this.shadowMap = null;
+	this.shadowMapSize = null;
+	this.shadowCamera = null;
+	this.shadowMatrix = null;
+
+};
+
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
+
+	THREE.Light.call( this, skyColorHex );
+
+	this.groundColor = new THREE.Color( groundColorHex );
+
+	this.position = new THREE.Vector3( 0, 100, 0 );
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLight = function ( hex, intensity, distance ) {
+
+	THREE.Light.call( this, hex );
+
+	this.position = new THREE.Vector3( 0, 0, 0 );
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+	this.distance = ( distance !== undefined ) ? distance : 0;
+
+};
+
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
+
+	THREE.Light.call( this, hex );
+
+	this.position = new THREE.Vector3( 0, 1, 0 );
+	this.target = new THREE.Object3D();
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+	this.distance = ( distance !== undefined ) ? distance : 0;
+	this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
+	this.exponent = ( exponent !== undefined ) ? exponent : 10;
+
+	this.castShadow = false;
+	this.onlyShadow = false;
+
+	//
+
+	this.shadowCameraNear = 50;
+	this.shadowCameraFar = 5000;
+	this.shadowCameraFov = 50;
+
+	this.shadowCameraVisible = false;
+
+	this.shadowBias = 0;
+	this.shadowDarkness = 0.5;
+
+	this.shadowMapWidth = 512;
+	this.shadowMapHeight = 512;
+
+	//
+
+	this.shadowMap = null;
+	this.shadowMapSize = null;
+	this.shadowCamera = null;
+	this.shadowMatrix = null;
+
+};
+
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
 /**
- * @author mrdoob / http://mrdoob.com/
- * @author Larry Battle / http://bateru.com/news
+ * @author alteredq / http://alteredqualia.com/
  */
 
-var THREE = THREE || { REVISION: '53dev' };
+THREE.Loader = function ( showStatus ) {
 
-self.console = self.console || {
+	this.showStatus = showStatus;
+	this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
 
-	info: function () {},
-	log: function () {},
-	debug: function () {},
-	warn: function () {},
-	error: function () {}
+	this.onLoadStart = function () {};
+	this.onLoadProgress = function () {};
+	this.onLoadComplete = function () {};
 
 };
 
-self.Int32Array = self.Int32Array || Array;
-self.Float32Array = self.Float32Array || Array;
+THREE.Loader.prototype = {
 
-// Shims for "startsWith", "endsWith", and "trim" for browsers where this is not yet implemented
-// not sure we should have this, or at least not have it here
+	constructor: THREE.Loader,
 
-// http://stackoverflow.com/questions/646628/javascript-startswith
-// http://stackoverflow.com/questions/498970/how-do-i-trim-a-string-in-javascript
-// http://wiki.ecmascript.org/doku.php?id=harmony%3astring_extras
+	crossOrigin: 'anonymous',
 
-String.prototype.startsWith = String.prototype.startsWith || function ( str ) {
+	addStatusElement: function () {
 
-	return this.slice( 0, str.length ) === str;
+		var e = document.createElement( "div" );
 
-};
+		e.style.position = "absolute";
+		e.style.right = "0px";
+		e.style.top = "0px";
+		e.style.fontSize = "0.8em";
+		e.style.textAlign = "left";
+		e.style.background = "rgba(0,0,0,0.25)";
+		e.style.color = "#fff";
+		e.style.width = "120px";
+		e.style.padding = "0.5em 0.5em 0.5em 0.5em";
+		e.style.zIndex = 1000;
 
-String.prototype.endsWith = String.prototype.endsWith || function ( str ) {
+		e.innerHTML = "Loading ...";
 
-	var t = String( str );
-	var index = this.lastIndexOf( t );
-	return ( -1 < index && index ) === (this.length - t.length);
+		return e;
 
-};
+	},
 
-String.prototype.trim = String.prototype.trim || function () {
+	updateProgress: function ( progress ) {
 
-	return this.replace( /^\s+|\s+$/g, '' );
+		var message = "Loaded ";
 
-};
+		if ( progress.total ) {
 
+			message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
 
-// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
-// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
 
-// requestAnimationFrame polyfill by Erik Möller
-// fixes from Paul Irish and Tino Zijdel
+		} else {
 
-( function () {
+			message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
 
-	var lastTime = 0;
-	var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
+		}
 
-	for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
+		this.statusDomElement.innerHTML = message;
 
-		window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
-		window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
+	},
 
-	}
+	extractUrlBase: function ( url ) {
 
-	if ( window.requestAnimationFrame === undefined ) {
+		var parts = url.split( '/' );
+		parts.pop();
+		return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
 
-		window.requestAnimationFrame = function ( callback, element ) {
+	},
 
-			var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
-			var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
-			lastTime = currTime + timeToCall;
-			return id;
+	initMaterials: function ( materials, texturePath ) {
 
-		};
+		var array = [];
 
-	}
+		for ( var i = 0; i < materials.length; ++ i ) {
 
-	window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };
+			array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
 
-}() );
+		}
 
+		return array;
 
-// MATERIAL CONSTANTS
+	},
 
-// side
+	needsTangents: function ( materials ) {
 
-THREE.FrontSide = 0;
-THREE.BackSide = 1;
-THREE.DoubleSide = 2;
+		for( var i = 0, il = materials.length; i < il; i ++ ) {
 
-// shading
+			var m = materials[ i ];
 
-THREE.NoShading = 0;
-THREE.FlatShading = 1;
-THREE.SmoothShading = 2;
+			if ( m instanceof THREE.ShaderMaterial ) return true;
 
-// colors
+		}
 
-THREE.NoColors = 0;
-THREE.FaceColors = 1;
-THREE.VertexColors = 2;
+		return false;
 
-// blending modes
+	},
 
-THREE.NoBlending = 0;
-THREE.NormalBlending = 1;
-THREE.AdditiveBlending = 2;
-THREE.SubtractiveBlending = 3;
-THREE.MultiplyBlending = 4;
-THREE.CustomBlending = 5;
+	createMaterial: function ( m, texturePath ) {
 
-// custom blending equations
-// (numbers start from 100 not to clash with other
-//  mappings to OpenGL constants defined in Texture.js)
+		var _this = this;
 
-THREE.AddEquation = 100;
-THREE.SubtractEquation = 101;
-THREE.ReverseSubtractEquation = 102;
+		function is_pow2( n ) {
 
-// custom blending destination factors
+			var l = Math.log( n ) / Math.LN2;
+			return Math.floor( l ) == l;
 
-THREE.ZeroFactor = 200;
-THREE.OneFactor = 201;
-THREE.SrcColorFactor = 202;
-THREE.OneMinusSrcColorFactor = 203;
-THREE.SrcAlphaFactor = 204;
-THREE.OneMinusSrcAlphaFactor = 205;
-THREE.DstAlphaFactor = 206;
-THREE.OneMinusDstAlphaFactor = 207;
+		}
 
-// custom blending source factors
+		function nearest_pow2( n ) {
 
-//THREE.ZeroFactor = 200;
-//THREE.OneFactor = 201;
-//THREE.SrcAlphaFactor = 204;
-//THREE.OneMinusSrcAlphaFactor = 205;
-//THREE.DstAlphaFactor = 206;
-//THREE.OneMinusDstAlphaFactor = 207;
-THREE.DstColorFactor = 208;
-THREE.OneMinusDstColorFactor = 209;
-THREE.SrcAlphaSaturateFactor = 210;
+			var l = Math.log( n ) / Math.LN2;
+			return Math.pow( 2, Math.round(  l ) );
 
+		}
 
-// TEXTURE CONSTANTS
+		function load_image( where, url ) {
 
-THREE.MultiplyOperation = 0;
-THREE.MixOperation = 1;
-THREE.AddOperation = 2;
+			var image = new Image();
 
-// Mapping modes
+			image.onload = function () {
 
-THREE.UVMapping = function () {};
+				if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
 
-THREE.CubeReflectionMapping = function () {};
-THREE.CubeRefractionMapping = function () {};
+					var width = nearest_pow2( this.width );
+					var height = nearest_pow2( this.height );
 
-THREE.SphericalReflectionMapping = function () {};
-THREE.SphericalRefractionMapping = function () {};
+					where.image.width = width;
+					where.image.height = height;
+					where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
 
-// Wrapping modes
+				} else {
 
-THREE.RepeatWrapping = 1000;
-THREE.ClampToEdgeWrapping = 1001;
-THREE.MirroredRepeatWrapping = 1002;
+					where.image = this;
 
-// Filters
+				}
 
-THREE.NearestFilter = 1003;
-THREE.NearestMipMapNearestFilter = 1004;
-THREE.NearestMipMapLinearFilter = 1005;
-THREE.LinearFilter = 1006;
-THREE.LinearMipMapNearestFilter = 1007;
-THREE.LinearMipMapLinearFilter = 1008;
+				where.needsUpdate = true;
 
-// Data types
+			};
 
-THREE.UnsignedByteType = 1009;
-THREE.ByteType = 1010;
-THREE.ShortType = 1011;
-THREE.UnsignedShortType = 1012;
-THREE.IntType = 1013;
-THREE.UnsignedIntType = 1014;
-THREE.FloatType = 1015;
+			image.crossOrigin = _this.crossOrigin;
+			image.src = url;
 
-// Pixel types
+		}
 
-//THREE.UnsignedByteType = 1009;
-THREE.UnsignedShort4444Type = 1016;
-THREE.UnsignedShort5551Type = 1017;
-THREE.UnsignedShort565Type = 1018;
+		function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
 
-// Pixel formats
+			var isCompressed = sourceFile.toLowerCase().endsWith( ".dds" );
+			var fullPath = texturePath + "/" + sourceFile;
 
-THREE.AlphaFormat = 1019;
-THREE.RGBFormat = 1020;
-THREE.RGBAFormat = 1021;
-THREE.LuminanceFormat = 1022;
-THREE.LuminanceAlphaFormat = 1023;
+			if ( isCompressed ) {
 
-// Compressed texture formats
+				var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
 
-THREE.RGB_S3TC_DXT1_Format = 2001;
-THREE.RGBA_S3TC_DXT1_Format = 2002;
-THREE.RGBA_S3TC_DXT3_Format = 2003;
-THREE.RGBA_S3TC_DXT5_Format = 2004;
+				where[ name ] = texture;
 
-/*
-// Potential future PVRTC compressed texture formats
-THREE.RGB_PVRTC_4BPPV1_Format = 2100;
-THREE.RGB_PVRTC_2BPPV1_Format = 2101;
-THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
-THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
-*/
-/**
- * @author alteredq / http://alteredqualia.com/
- */
+			} else {
 
-THREE.Clock = function ( autoStart ) {
+				var texture = document.createElement( 'canvas' );
 
-	this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+				where[ name ] = new THREE.Texture( texture );
 
-	this.startTime = 0;
-	this.oldTime = 0;
-	this.elapsedTime = 0;
+			}
 
-	this.running = false;
+			where[ name ].sourceFile = sourceFile;
 
-};
+			if( repeat ) {
 
-THREE.Clock.prototype.start = function () {
+				where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
 
-	this.startTime = Date.now();
-	this.oldTime = this.startTime;
+				if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
+				if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
 
-	this.running = true;
+			}
 
-};
+			if ( offset ) {
 
-THREE.Clock.prototype.stop = function () {
+				where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
 
-	this.getElapsedTime();
+			}
 
-	this.running = false;
+			if ( wrap ) {
 
-};
+				var wrapMap = {
+					"repeat": THREE.RepeatWrapping,
+					"mirror": THREE.MirroredRepeatWrapping
+				}
 
-THREE.Clock.prototype.getElapsedTime = function () {
+				if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
+				if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
 
-	this.elapsedTime += this.getDelta();
+			}
 
-	return this.elapsedTime;
+			if ( anisotropy ) {
 
-};
+				where[ name ].anisotropy = anisotropy;
 
+			}
 
-THREE.Clock.prototype.getDelta = function () {
+			if ( ! isCompressed ) {
 
-	var diff = 0;
+				load_image( where[ name ], fullPath );
 
-	if ( this.autoStart && ! this.running ) {
+			}
 
-		this.start();
+		}
 
-	}
+		function rgb2hex( rgb ) {
 
-	if ( this.running ) {
+			return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
 
-		var newTime = Date.now();
-		diff = 0.001 * ( newTime - this.oldTime );
-		this.oldTime = newTime;
+		}
 
-		this.elapsedTime += diff;
+		// defaults
 
-	}
+		var mtype = "MeshLambertMaterial";
+		var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
 
-	return diff;
+		// parameters from model file
 
-};/**
- * @author mrdoob / http://mrdoob.com/
- */
+		if ( m.shading ) {
 
-THREE.Color = function ( hex ) {
+			var shading = m.shading.toLowerCase();
 
-	if ( hex !== undefined ) this.setHex( hex );
+			if ( shading === "phong" ) mtype = "MeshPhongMaterial";
+			else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
 
-	return this;
+		}
 
-};
+		if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
 
-THREE.Color.prototype = {
+			mpars.blending = THREE[ m.blending ];
 
-	constructor: THREE.Color,
+		}
 
-	r: 1, g: 1, b: 1,
+		if ( m.transparent !== undefined || m.opacity < 1.0 ) {
 
-	copy: function ( color ) {
+			mpars.transparent = m.transparent;
 
-		this.r = color.r;
-		this.g = color.g;
-		this.b = color.b;
+		}
 
-		return this;
+		if ( m.depthTest !== undefined ) {
 
-	},
+			mpars.depthTest = m.depthTest;
 
-	copyGammaToLinear: function ( color ) {
+		}
 
-		this.r = color.r * color.r;
-		this.g = color.g * color.g;
-		this.b = color.b * color.b;
+		if ( m.depthWrite !== undefined ) {
 
-		return this;
+			mpars.depthWrite = m.depthWrite;
 
-	},
+		}
 
-	copyLinearToGamma: function ( color ) {
+		if ( m.visible !== undefined ) {
 
-		this.r = Math.sqrt( color.r );
-		this.g = Math.sqrt( color.g );
-		this.b = Math.sqrt( color.b );
+			mpars.visible = m.visible;
 
-		return this;
+		}
 
-	},
+		if ( m.flipSided !== undefined ) {
 
-	convertGammaToLinear: function () {
+			mpars.side = THREE.BackSide;
 
-		var r = this.r, g = this.g, b = this.b;
+		}
 
-		this.r = r * r;
-		this.g = g * g;
-		this.b = b * b;
+		if ( m.doubleSided !== undefined ) {
 
-		return this;
+			mpars.side = THREE.DoubleSide;
 
-	},
+		}
 
-	convertLinearToGamma: function () {
+		if ( m.wireframe !== undefined ) {
 
-		this.r = Math.sqrt( this.r );
-		this.g = Math.sqrt( this.g );
-		this.b = Math.sqrt( this.b );
+			mpars.wireframe = m.wireframe;
 
-		return this;
+		}
 
-	},
+		if ( m.vertexColors !== undefined ) {
 
-	setRGB: function ( r, g, b ) {
+			if ( m.vertexColors === "face" ) {
 
-		this.r = r;
-		this.g = g;
-		this.b = b;
+				mpars.vertexColors = THREE.FaceColors;
 
-		return this;
+			} else if ( m.vertexColors ) {
 
-	},
+				mpars.vertexColors = THREE.VertexColors;
 
-	setHSV: function ( h, s, v ) {
+			}
 
-		// based on MochiKit implementation by Bob Ippolito
-		// h,s,v ranges are < 0.0 - 1.0 >
+		}
 
-		var i, f, p, q, t;
+		// colors
 
-		if ( v === 0 ) {
+		if ( m.colorDiffuse ) {
 
-			this.r = this.g = this.b = 0;
+			mpars.color = rgb2hex( m.colorDiffuse );
 
-		} else {
+		} else if ( m.DbgColor ) {
 
-			i = Math.floor( h * 6 );
-			f = ( h * 6 ) - i;
-			p = v * ( 1 - s );
-			q = v * ( 1 - ( s * f ) );
-			t = v * ( 1 - ( s * ( 1 - f ) ) );
+			mpars.color = m.DbgColor;
 
-			if ( i === 0 ) {
+		}
 
-				this.r = v;
-				this.g = t;
-				this.b = p;
+		if ( m.colorSpecular ) {
 
-			} else if ( i === 1 ) {
+			mpars.specular = rgb2hex( m.colorSpecular );
 
-				this.r = q;
-				this.g = v;
-				this.b = p;
+		}
 
-			} else if ( i === 2 ) {
+		if ( m.colorAmbient ) {
 
-				this.r = p;
-				this.g = v;
-				this.b = t;
+			mpars.ambient = rgb2hex( m.colorAmbient );
 
-			} else if ( i === 3 ) {
+		}
 
-				this.r = p;
-				this.g = q;
-				this.b = v;
+		// modifiers
 
-			} else if ( i === 4 ) {
+		if ( m.transparency ) {
 
-				this.r = t;
-				this.g = p;
-				this.b = v;
+			mpars.opacity = m.transparency;
 
-			} else if ( i === 5 ) {
+		}
 
-				this.r = v;
-				this.g = p;
-				this.b = q;
+		if ( m.specularCoef ) {
 
-			}
+			mpars.shininess = m.specularCoef;
 
 		}
 
-		return this;
+		// textures
 
-	},
+		if ( m.mapDiffuse && texturePath ) {
 
-	getHex: function () {
+			create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
 
-		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+		}
 
-	},
+		if ( m.mapLight && texturePath ) {
 
-	setHex: function ( hex ) {
+			create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
 
-		hex = Math.floor( hex );
+		}
 
-		this.r = ( hex >> 16 & 255 ) / 255;
-		this.g = ( hex >> 8 & 255 ) / 255;
-		this.b = ( hex & 255 ) / 255;
+		if ( m.mapBump && texturePath ) {
 
-		return this;
+			create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
 
-	},
+		}
 
-	getHexString: function () {
+		if ( m.mapNormal && texturePath ) {
 
-		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+			create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
 
-	},
+		}
 
-	getContextStyle: function () {
+		if ( m.mapSpecular && texturePath ) {
 
-		return 'rgb(' + ( ( this.r * 255 ) | 0 )  + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+			create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
 
-	},
+		}
 
-	setContextStyle: function ( style ) {
+		//
 
-		var color = /^rgb\((\d{1,3}),\s*(\d{1,3}),\s*(\d{1,3})\)$/i.exec( style );
+		if ( m.mapBumpScale ) {
 
-		this.r = parseInt( color[ 1 ], 10 ) / 255;
-		this.g = parseInt( color[ 2 ], 10 ) / 255;
-		this.b = parseInt( color[ 3 ], 10 ) / 255;
+			mpars.bumpScale = m.mapBumpScale;
 
-		return this;
+		}
 
-	},
+		// special case for normal mapped material
 
-	getHSV: function ( hsv ) {
+		if ( m.mapNormal ) {
 
-		// based on MochiKit implementation by Bob Ippolito
-		// h,s,v ranges are < 0.0 - 1.0 >
+			var shader = THREE.ShaderUtils.lib[ "normal" ];
+			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
-		var r = this.r;
-		var g = this.g;
-		var b = this.b;
+			uniforms[ "tNormal" ].value = mpars.normalMap;
 
-		var max = Math.max( Math.max( r, g ), b );
-		var min = Math.min( Math.min( r, g ), b );
+			if ( m.mapNormalFactor ) {
 
-		var hue;
-		var saturation;
-		var value = max;
+				uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
 
-		if ( min === max )	{
+			}
 
-			hue = 0;
-			saturation = 0;
+			if ( mpars.map ) {
 
-		} else {
+				uniforms[ "tDiffuse" ].value = mpars.map;
+				uniforms[ "enableDiffuse" ].value = true;
 
-			var delta = ( max - min );
-			saturation = delta / max;
+			}
 
-			if ( r === max ) {
+			if ( mpars.specularMap ) {
 
-				hue = ( g - b ) / delta;
+				uniforms[ "tSpecular" ].value = mpars.specularMap;
+				uniforms[ "enableSpecular" ].value = true;
 
-			} else if ( g === max ) {
+			}
 
-				hue = 2 + ( ( b - r ) / delta );
+			if ( mpars.lightMap ) {
 
-			} else	{
+				uniforms[ "tAO" ].value = mpars.lightMap;
+				uniforms[ "enableAO" ].value = true;
 
-				hue = 4 + ( ( r - g ) / delta );
 			}
 
-			hue /= 6;
+			// for the moment don't handle displacement texture
 
-			if ( hue < 0 ) {
+			uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
+			uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
+			uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
 
-				hue += 1;
+			uniforms[ "uShininess" ].value = mpars.shininess;
 
-			}
+			if ( mpars.opacity !== undefined ) {
 
-			if ( hue > 1 ) {
-
-				hue -= 1;
+				uniforms[ "uOpacity" ].value = mpars.opacity;
 
 			}
 
-		}
+			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+			var material = new THREE.ShaderMaterial( parameters );
 
-		if ( hsv === undefined ) {
+		} else {
 
-			hsv = { h: 0, s: 0, v: 0 };
+			var material = new THREE[ mtype ]( mpars );
 
 		}
 
-		hsv.h = hue;
-		hsv.s = saturation;
-		hsv.v = value;
-
-		return hsv;
-
-	},
-
-	lerpSelf: function ( color, alpha ) {
-
-		this.r += ( color.r - this.r ) * alpha;
-		this.g += ( color.g - this.g ) * alpha;
-		this.b += ( color.b - this.b ) * alpha;
-
-		return this;
-
-	},
-
-	clone: function () {
+		if ( m.DbgName !== undefined ) material.name = m.DbgName;
 
-		return new THREE.Color().setRGB( this.r, this.g, this.b );
+		return material;
 
 	}
 
 };
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BinaryLoader = function ( showStatus ) {
+
+	THREE.Loader.call( this, showStatus );
+
+};
+
+THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
+
+// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
+//  - binary models consist of two files: JS and BIN
+//  - parameters
+//		- url (required)
+//		- callback (required)
+//		- texturePath (optional: if not specified, textures 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)
+
+THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) {
+
+	// todo: unify load API to for easier SceneLoader use
+
+	texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
+	binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
+
+	var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null;
+
+	this.onLoadStart();
+
+	// #1 load JS part via web worker
+
+	this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
+
+};
+
+THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
+
+	var xhr = new XMLHttpRequest();
+
+	xhr.onreadystatechange = function () {
+
+		if ( xhr.readyState == 4 ) {
+
+			if ( xhr.status == 200 || xhr.status == 0 ) {
+
+				var json = JSON.parse( xhr.responseText );
+				context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
+
+			} else {
+
+				console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+			}
+
+		}
+
+	};
+
+	xhr.open( "GET", url, true );
+	xhr.send( null );
+
+};
+
+THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
+
+	var xhr = new XMLHttpRequest(),
+		url = binaryPath + "/" + json.buffers;
+
+	var length = 0;
+
+	xhr.onreadystatechange = function () {
+
+		if ( xhr.readyState == 4 ) {
+
+			if ( xhr.status == 200 || xhr.status == 0 ) {
+
+				var buffer = xhr.response;
+				if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this
+				THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials );
+
+			} else {
+
+				console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+			}
+
+		} else if ( xhr.readyState == 3 ) {
+
+			if ( callbackProgress ) {
+
+				if ( length == 0 ) {
+
+					length = xhr.getResponseHeader( "Content-Length" );
+
+				}
+
+				callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+			}
+
+		} else if ( xhr.readyState == 2 ) {
+
+			length = xhr.getResponseHeader( "Content-Length" );
+
+		}
+
+	};
+
+	xhr.open( "GET", url, true );
+	xhr.responseType = "arraybuffer";
+	xhr.send( null );
+
+};
+
+// Binary AJAX parser
+
+THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, jsonMaterials ) {
+
+	var Model = function ( texturePath ) {
+
+		var scope = this,
+			currentOffset = 0,
+			md,
+			normals = [],
+			uvs = [],
+			start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
+			start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
+			tri_size, quad_size,
+			len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
+			len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
+
+
+		THREE.Geometry.call( this );
+
+		md = parseMetaData( data, currentOffset );
+
+		currentOffset += md.header_bytes;
+/*
+		md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
+		md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
+		md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
+		md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
+*/
+		// buffers sizes
+
+		tri_size =  md.vertex_index_bytes * 3 + md.material_index_bytes;
+		quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
+
+		len_tri_flat      = md.ntri_flat      * ( tri_size );
+		len_tri_smooth    = md.ntri_smooth    * ( tri_size + md.normal_index_bytes * 3 );
+		len_tri_flat_uv   = md.ntri_flat_uv   * ( tri_size + md.uv_index_bytes * 3 );
+		len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
+
+		len_quad_flat      = md.nquad_flat      * ( quad_size );
+		len_quad_smooth    = md.nquad_smooth    * ( quad_size + md.normal_index_bytes * 4 );
+		len_quad_flat_uv   = md.nquad_flat_uv   * ( quad_size + md.uv_index_bytes * 4 );
+		len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
+
+		// read buffers
+
+		currentOffset += init_vertices( currentOffset );
+
+		currentOffset += init_normals( currentOffset );
+		currentOffset += handlePadding( md.nnormals * 3 );
+
+		currentOffset += init_uvs( currentOffset );
+
+		start_tri_flat 		= currentOffset;
+		start_tri_smooth    = start_tri_flat    + len_tri_flat    + handlePadding( md.ntri_flat * 2 );
+		start_tri_flat_uv   = start_tri_smooth  + len_tri_smooth  + handlePadding( md.ntri_smooth * 2 );
+		start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
+
+		start_quad_flat     = start_tri_smooth_uv + len_tri_smooth_uv  + handlePadding( md.ntri_smooth_uv * 2 );
+		start_quad_smooth   = start_quad_flat     + len_quad_flat	   + handlePadding( md.nquad_flat * 2 );
+		start_quad_flat_uv  = start_quad_smooth   + len_quad_smooth    + handlePadding( md.nquad_smooth * 2 );
+		start_quad_smooth_uv= start_quad_flat_uv  + len_quad_flat_uv   + handlePadding( md.nquad_flat_uv * 2 );
+
+		// have to first process faces with uvs
+		// so that face and uv indices match
+
+		init_triangles_flat_uv( start_tri_flat_uv );
+		init_triangles_smooth_uv( start_tri_smooth_uv );
+
+		init_quads_flat_uv( start_quad_flat_uv );
+		init_quads_smooth_uv( start_quad_smooth_uv );
+
+		// now we can process untextured faces
+
+		init_triangles_flat( start_tri_flat );
+		init_triangles_smooth( start_tri_smooth );
+
+		init_quads_flat( start_quad_flat );
+		init_quads_smooth( start_quad_smooth );
+
+		this.computeCentroids();
+		this.computeFaceNormals();
+
+		function handlePadding( n ) {
+
+			return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
+
+		};
+
+		function parseMetaData( data, offset ) {
+
+			var metaData = {
+
+				'signature'               :parseString( data, offset,  12 ),
+				'header_bytes'            :parseUChar8( data, offset + 12 ),
+
+				'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
+				'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
+				'uv_coordinate_bytes'     :parseUChar8( data, offset + 15 ),
+
+				'vertex_index_bytes'      :parseUChar8( data, offset + 16 ),
+				'normal_index_bytes'      :parseUChar8( data, offset + 17 ),
+				'uv_index_bytes'          :parseUChar8( data, offset + 18 ),
+				'material_index_bytes'    :parseUChar8( data, offset + 19 ),
+
+				'nvertices'    :parseUInt32( data, offset + 20 ),
+				'nnormals'     :parseUInt32( data, offset + 20 + 4*1 ),
+				'nuvs'         :parseUInt32( data, offset + 20 + 4*2 ),
+
+				'ntri_flat'      :parseUInt32( data, offset + 20 + 4*3 ),
+				'ntri_smooth'    :parseUInt32( data, offset + 20 + 4*4 ),
+				'ntri_flat_uv'   :parseUInt32( data, offset + 20 + 4*5 ),
+				'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ),
+
+				'nquad_flat'      :parseUInt32( data, offset + 20 + 4*7 ),
+				'nquad_smooth'    :parseUInt32( data, offset + 20 + 4*8 ),
+				'nquad_flat_uv'   :parseUInt32( data, offset + 20 + 4*9 ),
+				'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 )
+
+			};
+/*
+			console.log( "signature: " + metaData.signature );
+
+			console.log( "header_bytes: " + metaData.header_bytes );
+			console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
+			console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
+			console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
+
+			console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
+			console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
+			console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
+			console.log( "material_index_bytes: " + metaData.material_index_bytes );
+
+			console.log( "nvertices: " + metaData.nvertices );
+			console.log( "nnormals: " + metaData.nnormals );
+			console.log( "nuvs: " + metaData.nuvs );
+
+			console.log( "ntri_flat: " + metaData.ntri_flat );
+			console.log( "ntri_smooth: " + metaData.ntri_smooth );
+			console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
+			console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
+
+			console.log( "nquad_flat: " + metaData.nquad_flat );
+			console.log( "nquad_smooth: " + metaData.nquad_smooth );
+			console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
+			console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
+
+			var total = metaData.header_bytes
+					  + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
+					  + metaData.nnormals * metaData.normal_coordinate_bytes * 3
+					  + metaData.nuvs * metaData.uv_coordinate_bytes * 2
+					  + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
+					  + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
+					  + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
+					  + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
+					  + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
+					  + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
+					  + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
+					  + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
+			console.log( "total bytes: " + total );
+*/
+
+			return metaData;
+
+		};
+
+		function parseString( data, offset, length ) {
+
+			var charArray = new Uint8Array( data, offset, length );
+
+			var text = "";
+
+			for ( var i = 0; i < length; i ++ ) {
+
+				text += String.fromCharCode( charArray[ offset + i ] );
+
+			}
+
+			return text;
+
+		};
+
+		function parseUChar8( data, offset ) {
+
+			var charArray = new Uint8Array( data, offset, 1 );
+
+			return charArray[ 0 ];
+
+		};
+
+		function parseUInt32( data, offset ) {
+
+			var intArray = new Uint32Array( data, offset, 1 );
+
+			return intArray[ 0 ];
+
+		};
+
+		function init_vertices( start ) {
+
+			var nElements = md.nvertices;
+
+			var coordArray = new Float32Array( data, start, nElements * 3 );
+
+			var i, x, y, z;
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				x = coordArray[ i * 3 ];
+				y = coordArray[ i * 3 + 1 ];
+				z = coordArray[ i * 3 + 2 ];
+
+				vertex( scope, x, y, z );
+
+			}
+
+			return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
+
+		};
+
+		function init_normals( start ) {
+
+			var nElements = md.nnormals;
+
+			if ( nElements ) {
+
+				var normalArray = new Int8Array( data, start, nElements * 3 );
+
+				var i, x, y, z;
+
+				for( i = 0; i < nElements; i ++ ) {
+
+					x = normalArray[ i * 3 ];
+					y = normalArray[ i * 3 + 1 ];
+					z = normalArray[ i * 3 + 2 ];
+
+					normals.push( x/127, y/127, z/127 );
+
+				}
+
+			}
+
+			return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
+
+		};
+
+		function init_uvs( start ) {
+
+			var nElements = md.nuvs;
+
+			if ( nElements ) {
+
+				var uvArray = new Float32Array( data, start, nElements * 2 );
+
+				var i, u, v;
+
+				for( i = 0; i < nElements; i ++ ) {
+
+					u = uvArray[ i * 2 ];
+					v = uvArray[ i * 2 + 1 ];
+
+					uvs.push( u, v );
+
+				}
+
+			}
+
+			return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
+
+		};
+
+		function init_uvs3( nElements, offset ) {
+
+			var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
+
+			var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				uva = uvIndexBuffer[ i * 3 ];
+				uvb = uvIndexBuffer[ i * 3 + 1 ];
+				uvc = uvIndexBuffer[ i * 3 + 2 ];
+
+				u1 = uvs[ uva*2 ];
+				v1 = uvs[ uva*2 + 1 ];
+
+				u2 = uvs[ uvb*2 ];
+				v2 = uvs[ uvb*2 + 1 ];
+
+				u3 = uvs[ uvc*2 ];
+				v3 = uvs[ uvc*2 + 1 ];
+
+				uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
+
+			}
+
+		};
+
+		function init_uvs4( nElements, offset ) {
+
+			var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
+
+			var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				uva = uvIndexBuffer[ i * 4 ];
+				uvb = uvIndexBuffer[ i * 4 + 1 ];
+				uvc = uvIndexBuffer[ i * 4 + 2 ];
+				uvd = uvIndexBuffer[ i * 4 + 3 ];
+
+				u1 = uvs[ uva*2 ];
+				v1 = uvs[ uva*2 + 1 ];
+
+				u2 = uvs[ uvb*2 ];
+				v2 = uvs[ uvb*2 + 1 ];
+
+				u3 = uvs[ uvc*2 ];
+				v3 = uvs[ uvc*2 + 1 ];
+
+				u4 = uvs[ uvd*2 ];
+				v4 = uvs[ uvd*2 + 1 ];
+
+				uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 );
+
+			}
+
+		};
+
+		function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
+
+			var i, a, b, c, m;
+
+			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
+			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				a = vertexIndexBuffer[ i * 3 ];
+				b = vertexIndexBuffer[ i * 3 + 1 ];
+				c = vertexIndexBuffer[ i * 3 + 2 ];
+
+				m = materialIndexBuffer[ i ];
+
+				f3( scope, a, b, c, m );
+
+			}
+
+		};
+
+		function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
+
+			var i, a, b, c, d, m;
+
+			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
+			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				a = vertexIndexBuffer[ i * 4 ];
+				b = vertexIndexBuffer[ i * 4 + 1 ];
+				c = vertexIndexBuffer[ i * 4 + 2 ];
+				d = vertexIndexBuffer[ i * 4 + 3 ];
+
+				m = materialIndexBuffer[ i ];
+
+				f4( scope, a, b, c, d, m );
+
+			}
+
+		};
+
+		function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
+
+			var i, a, b, c, m;
+			var na, nb, nc;
+
+			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
+			var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
+			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				a = vertexIndexBuffer[ i * 3 ];
+				b = vertexIndexBuffer[ i * 3 + 1 ];
+				c = vertexIndexBuffer[ i * 3 + 2 ];
+
+				na = normalIndexBuffer[ i * 3 ];
+				nb = normalIndexBuffer[ i * 3 + 1 ];
+				nc = normalIndexBuffer[ i * 3 + 2 ];
+
+				m = materialIndexBuffer[ i ];
+
+				f3n( scope, normals, a, b, c, m, na, nb, nc );
+
+			}
+
+		};
+
+		function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
+
+			var i, a, b, c, d, m;
+			var na, nb, nc, nd;
+
+			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
+			var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
+			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+			for( i = 0; i < nElements; i ++ ) {
+
+				a = vertexIndexBuffer[ i * 4 ];
+				b = vertexIndexBuffer[ i * 4 + 1 ];
+				c = vertexIndexBuffer[ i * 4 + 2 ];
+				d = vertexIndexBuffer[ i * 4 + 3 ];
+
+				na = normalIndexBuffer[ i * 4 ];
+				nb = normalIndexBuffer[ i * 4 + 1 ];
+				nc = normalIndexBuffer[ i * 4 + 2 ];
+				nd = normalIndexBuffer[ i * 4 + 3 ];
+
+				m = materialIndexBuffer[ i ];
+
+				f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd );
+
+			}
+
+		};
+
+		function init_triangles_flat( start ) {
+
+			var nElements = md.ntri_flat;
+
+			if ( nElements ) {
+
+				var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+				init_faces3_flat( nElements, start, offsetMaterials );
+
+			}
+
+		};
+
+		function init_triangles_flat_uv( start ) {
+
+			var nElements = md.ntri_flat_uv;
+
+			if ( nElements ) {
+
+				var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+
+				init_faces3_flat( nElements, start, offsetMaterials );
+				init_uvs3( nElements, offsetUvs );
+
+			}
+
+		};
+
+		function init_triangles_smooth( start ) {
+
+			var nElements = md.ntri_smooth;
+
+			if ( nElements ) {
+
+				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+				var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+
+				init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
+
+			}
+
+		};
+
+		function init_triangles_smooth_uv( start ) {
+
+			var nElements = md.ntri_smooth_uv;
+
+			if ( nElements ) {
+
+				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+				var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+
+				init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
+				init_uvs3( nElements, offsetUvs );
+
+			}
+
+		};
+
+		function init_quads_flat( start ) {
+
+			var nElements = md.nquad_flat;
+
+			if ( nElements ) {
+
+				var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+				init_faces4_flat( nElements, start, offsetMaterials );
+
+			}
+
+		};
+
+		function init_quads_flat_uv( start ) {
+
+			var nElements = md.nquad_flat_uv;
+
+			if ( nElements ) {
+
+				var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+
+				init_faces4_flat( nElements, start, offsetMaterials );
+				init_uvs4( nElements, offsetUvs );
+
+			}
+
+		};
+
+		function init_quads_smooth( start ) {
+
+			var nElements = md.nquad_smooth;
+
+			if ( nElements ) {
+
+				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+				var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+
+				init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
+
+			}
+
+		};
+
+		function init_quads_smooth_uv( start ) {
+
+			var nElements = md.nquad_smooth_uv;
+
+			if ( nElements ) {
+
+				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+				var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+
+				init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
+				init_uvs4( nElements, offsetUvs );
+
+			}
+
+		};
+
+	};
+
+	function vertex ( scope, x, y, z ) {
+
+		scope.vertices.push( new THREE.Vector3( x, y, z ) );
+
+	};
+
+	function f3 ( scope, a, b, c, mi ) {
+
+		scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) );
+
+	};
+
+	function f4 ( scope, a, b, c, d, mi ) {
+
+		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) );
+
+	};
+
+	function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
+
+		var nax = normals[ na*3     ],
+			nay = normals[ na*3 + 1 ],
+			naz = normals[ na*3 + 2 ],
+
+			nbx = normals[ nb*3     ],
+			nby = normals[ nb*3 + 1 ],
+			nbz = normals[ nb*3 + 2 ],
+
+			ncx = normals[ nc*3     ],
+			ncy = normals[ nc*3 + 1 ],
+			ncz = normals[ nc*3 + 2 ];
+
+		scope.faces.push( new THREE.Face3( a, b, c,
+						  [new THREE.Vector3( nax, nay, naz ),
+						   new THREE.Vector3( nbx, nby, nbz ),
+						   new THREE.Vector3( ncx, ncy, ncz )],
+						  null,
+						  mi ) );
+
+	};
+
+	function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) {
+
+		var nax = normals[ na*3     ],
+			nay = normals[ na*3 + 1 ],
+			naz = normals[ na*3 + 2 ],
+
+			nbx = normals[ nb*3     ],
+			nby = normals[ nb*3 + 1 ],
+			nbz = normals[ nb*3 + 2 ],
+
+			ncx = normals[ nc*3     ],
+			ncy = normals[ nc*3 + 1 ],
+			ncz = normals[ nc*3 + 2 ],
+
+			ndx = normals[ nd*3     ],
+			ndy = normals[ nd*3 + 1 ],
+			ndz = normals[ nd*3 + 2 ];
+
+		scope.faces.push( new THREE.Face4( a, b, c, d,
+						  [new THREE.Vector3( nax, nay, naz ),
+						   new THREE.Vector3( nbx, nby, nbz ),
+						   new THREE.Vector3( ncx, ncy, ncz ),
+						   new THREE.Vector3( ndx, ndy, ndz )],
+						  null,
+						  mi ) );
+
+	};
+
+	function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
+
+		where.push( [
+			new THREE.UV( u1, v1 ),
+			new THREE.UV( u2, v2 ),
+			new THREE.UV( u3, v3 )
+		] );
+
+	};
+
+	function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) {
+
+		where.push( [
+			new THREE.UV( u1, v1 ),
+			new THREE.UV( u2, v2 ),
+			new THREE.UV( u3, v3 ),
+			new THREE.UV( u4, v4 )
+		] );
+	};
+
+	Model.prototype = Object.create( THREE.Geometry.prototype );
+
+	var geometry = new Model( texturePath );
+	var materials = this.initMaterials( jsonMaterials, texturePath );
+
+	if ( this.needsTangents( materials ) ) geometry.computeTangents();
+
+	callback( geometry, materials );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageLoader = function () {
+
+	THREE.EventTarget.call( this );
+
+	this.crossOrigin = null;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+	constructor: THREE.ImageLoader,
+
+	load: function ( url, image ) {
+
+		var scope = this;
+
+		if ( image === undefined ) image = new Image();
+
+		image.addEventListener( 'load', function () {
+
+			scope.dispatchEvent( { type: 'load', content: image } );
+
+		}, false );
+
+		image.addEventListener( 'error', function () {
+
+			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+		}, false );
+
+		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+		image.src = url;
+
+	}
+
+}
 /**
  * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
  */
 
-THREE.Vector2 = function ( x, y ) {
-
-	this.x = x || 0;
-	this.y = y || 0;
+THREE.JSONLoader = function ( showStatus ) {
 
-};
+	THREE.Loader.call( this, showStatus );
 
-THREE.Vector2.prototype = {
+	this.withCredentials = false;
 
-	constructor: THREE.Vector2,
+};
 
-	set: function ( x, y ) {
+THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
 
-		this.x = x;
-		this.y = y;
+THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
 
-		return this;
+	var scope = this;
 
-	},
+	// todo: unify load API to for easier SceneLoader use
 
-	copy: function ( v ) {
+	texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
 
-		this.x = v.x;
-		this.y = v.y;
+	this.onLoadStart();
+	this.loadAjaxJSON( this, url, callback, texturePath );
 
-		return this;
+};
 
-	},
+THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
 
-	add: function ( a, b ) {
+	var xhr = new XMLHttpRequest();
 
-		this.x = a.x + b.x;
-		this.y = a.y + b.y;
+	var length = 0;
 
-		return this;
+	xhr.withCredentials = this.withCredentials;
 
-	},
+	xhr.onreadystatechange = function () {
 
-	addSelf: function ( v ) {
+		if ( xhr.readyState === xhr.DONE ) {
 
-		this.x += v.x;
-		this.y += v.y;
+			if ( xhr.status === 200 || xhr.status === 0 ) {
 
-		return this;
+				if ( xhr.responseText ) {
 
-	},
+					var json = JSON.parse( xhr.responseText );
+					context.createModel( json, callback, texturePath );
 
-	sub: function ( a, b ) {
+				} else {
 
-		this.x = a.x - b.x;
-		this.y = a.y - b.y;
+					console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
 
-		return this;
+				}
 
-	},
+				// in context of more complex asset initialization
+				// do not block on single failed file
+				// maybe should go even one more level up
 
-	subSelf: function ( v ) {
+				context.onLoadComplete();
 
-		this.x -= v.x;
-		this.y -= v.y;
+			} else {
 
-		return this;
+				console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
 
-	},
+			}
 
-	multiplyScalar: function ( s ) {
+		} else if ( xhr.readyState === xhr.LOADING ) {
 
-		this.x *= s;
-		this.y *= s;
+			if ( callbackProgress ) {
 
-		return this;
+				if ( length === 0 ) {
 
-	},
+					length = xhr.getResponseHeader( "Content-Length" );
 
-	divideScalar: function ( s ) {
+				}
 
-		if ( s ) {
+				callbackProgress( { total: length, loaded: xhr.responseText.length } );
 
-			this.x /= s;
-			this.y /= s;
+			}
 
-		} else {
+		} else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
 
-			this.set( 0, 0 );
+			length = xhr.getResponseHeader( "Content-Length" );
 
 		}
 
-		return this;
-
-	},
+	};
 
-	negate: function() {
+	xhr.open( "GET", url, true );
+	xhr.send( null );
 
-		return this.multiplyScalar( - 1 );
+};
 
-	},
+THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) {
 
-	dot: function ( v ) {
+	var scope = this,
+	geometry = new THREE.Geometry(),
+	scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
 
-		return this.x * v.x + this.y * v.y;
+	parseModel( scale );
 
-	},
+	parseSkin();
+	parseMorphing( scale );
 
-	lengthSq: function () {
+	geometry.computeCentroids();
+	geometry.computeFaceNormals();
 
-		return this.x * this.x + this.y * this.y;
+	function parseModel( scale ) {
 
-	},
+		function isBitSet( value, position ) {
 
-	length: function () {
+			return value & ( 1 << position );
 
-		return Math.sqrt( this.lengthSq() );
+		}
 
-	},
+		var i, j, fi,
 
-	normalize: function () {
+		offset, zLength, nVertices,
 
-		return this.divideScalar( this.length() );
+		colorIndex, normalIndex, uvIndex, materialIndex,
 
-	},
+		type,
+		isQuad,
+		hasMaterial,
+		hasFaceUv, hasFaceVertexUv,
+		hasFaceNormal, hasFaceVertexNormal,
+		hasFaceColor, hasFaceVertexColor,
 
-	distanceTo: function ( v ) {
+		vertex, face, color, normal,
 
-		return Math.sqrt( this.distanceToSquared( v ) );
+		uvLayer, uvs, u, v,
 
-	},
+		faces = json.faces,
+		vertices = json.vertices,
+		normals = json.normals,
+		colors = json.colors,
 
-	distanceToSquared: function ( v ) {
+		nUvLayers = 0;
 
-		var dx = this.x - v.x, dy = this.y - v.y;
-		return dx * dx + dy * dy;
+		// disregard empty arrays
 
-	},
+		for ( i = 0; i < json.uvs.length; i++ ) {
 
-	setLength: function ( l ) {
+			if ( json.uvs[ i ].length ) nUvLayers ++;
 
-		return this.normalize().multiplyScalar( l );
+		}
 
-	},
+		for ( i = 0; i < nUvLayers; i++ ) {
 
-	lerpSelf: function ( v, alpha ) {
+			geometry.faceUvs[ i ] = [];
+			geometry.faceVertexUvs[ i ] = [];
 
-		this.x += ( v.x - this.x ) * alpha;
-		this.y += ( v.y - this.y ) * alpha;
+		}
 
-		return this;
+		offset = 0;
+		zLength = vertices.length;
 
-	},
+		while ( offset < zLength ) {
 
-	equals: function( v ) {
+			vertex = new THREE.Vector3();
 
-		return ( ( v.x === this.x ) && ( v.y === this.y ) );
+			vertex.x = vertices[ offset ++ ] * scale;
+			vertex.y = vertices[ offset ++ ] * scale;
+			vertex.z = vertices[ offset ++ ] * scale;
 
-	},
+			geometry.vertices.push( vertex );
 
-	clone: function () {
+		}
 
-		return new THREE.Vector2( this.x, this.y );
+		offset = 0;
+		zLength = faces.length;
 
-	}
+		while ( offset < zLength ) {
 
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
+			type = faces[ offset ++ ];
 
-THREE.Vector3 = function ( x, y, z ) {
 
-	this.x = x || 0;
-	this.y = y || 0;
-	this.z = z || 0;
+			isQuad          	= isBitSet( type, 0 );
+			hasMaterial         = isBitSet( type, 1 );
+			hasFaceUv           = isBitSet( type, 2 );
+			hasFaceVertexUv     = isBitSet( type, 3 );
+			hasFaceNormal       = isBitSet( type, 4 );
+			hasFaceVertexNormal = isBitSet( type, 5 );
+			hasFaceColor	    = isBitSet( type, 6 );
+			hasFaceVertexColor  = isBitSet( type, 7 );
 
-};
+			//console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
 
+			if ( isQuad ) {
 
-THREE.Vector3.prototype = {
+				face = new THREE.Face4();
 
-	constructor: THREE.Vector3,
+				face.a = faces[ offset ++ ];
+				face.b = faces[ offset ++ ];
+				face.c = faces[ offset ++ ];
+				face.d = faces[ offset ++ ];
 
-	set: function ( x, y, z ) {
+				nVertices = 4;
 
-		this.x = x;
-		this.y = y;
-		this.z = z;
+			} else {
 
-		return this;
+				face = new THREE.Face3();
 
-	},
+				face.a = faces[ offset ++ ];
+				face.b = faces[ offset ++ ];
+				face.c = faces[ offset ++ ];
 
-	setX: function ( x ) {
+				nVertices = 3;
 
-		this.x = x;
+			}
 
-		return this;
+			if ( hasMaterial ) {
 
-	},
+				materialIndex = faces[ offset ++ ];
+				face.materialIndex = materialIndex;
 
-	setY: function ( y ) {
+			}
 
-		this.y = y;
+			// to get face <=> uv index correspondence
 
-		return this;
+			fi = geometry.faces.length;
 
-	},
+			if ( hasFaceUv ) {
 
-	setZ: function ( z ) {
+				for ( i = 0; i < nUvLayers; i++ ) {
 
-		this.z = z;
+					uvLayer = json.uvs[ i ];
 
-		return this;
+					uvIndex = faces[ offset ++ ];
 
-	},
+					u = uvLayer[ uvIndex * 2 ];
+					v = uvLayer[ uvIndex * 2 + 1 ];
 
-	copy: function ( v ) {
+					geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v );
 
-		this.x = v.x;
-		this.y = v.y;
-		this.z = v.z;
+				}
 
-		return this;
+			}
 
-	},
+			if ( hasFaceVertexUv ) {
 
-	add: function ( a, b ) {
+				for ( i = 0; i < nUvLayers; i++ ) {
 
-		this.x = a.x + b.x;
-		this.y = a.y + b.y;
-		this.z = a.z + b.z;
+					uvLayer = json.uvs[ i ];
 
-		return this;
+					uvs = [];
 
-	},
+					for ( j = 0; j < nVertices; j ++ ) {
 
-	addSelf: function ( v ) {
+						uvIndex = faces[ offset ++ ];
 
-		this.x += v.x;
-		this.y += v.y;
-		this.z += v.z;
+						u = uvLayer[ uvIndex * 2 ];
+						v = uvLayer[ uvIndex * 2 + 1 ];
 
-		return this;
+						uvs[ j ] = new THREE.UV( u, v );
 
-	},
+					}
 
-	addScalar: function ( s ) {
+					geometry.faceVertexUvs[ i ][ fi ] = uvs;
 
-		this.x += s;
-		this.y += s;
-		this.z += s;
+				}
 
-		return this;
+			}
 
-	},
+			if ( hasFaceNormal ) {
 
-	sub: function ( a, b ) {
+				normalIndex = faces[ offset ++ ] * 3;
 
-		this.x = a.x - b.x;
-		this.y = a.y - b.y;
-		this.z = a.z - b.z;
+				normal = new THREE.Vector3();
 
-		return this;
+				normal.x = normals[ normalIndex ++ ];
+				normal.y = normals[ normalIndex ++ ];
+				normal.z = normals[ normalIndex ];
 
-	},
+				face.normal = normal;
 
-	subSelf: function ( v ) {
+			}
 
-		this.x -= v.x;
-		this.y -= v.y;
-		this.z -= v.z;
+			if ( hasFaceVertexNormal ) {
 
-		return this;
+				for ( i = 0; i < nVertices; i++ ) {
 
-	},
+					normalIndex = faces[ offset ++ ] * 3;
 
-	multiply: function ( a, b ) {
+					normal = new THREE.Vector3();
 
-		this.x = a.x * b.x;
-		this.y = a.y * b.y;
-		this.z = a.z * b.z;
+					normal.x = normals[ normalIndex ++ ];
+					normal.y = normals[ normalIndex ++ ];
+					normal.z = normals[ normalIndex ];
 
-		return this;
+					face.vertexNormals.push( normal );
 
-	},
+				}
 
-	multiplySelf: function ( v ) {
+			}
 
-		this.x *= v.x;
-		this.y *= v.y;
-		this.z *= v.z;
 
-		return this;
+			if ( hasFaceColor ) {
 
-	},
+				colorIndex = faces[ offset ++ ];
 
-	multiplyScalar: function ( s ) {
+				color = new THREE.Color( colors[ colorIndex ] );
+				face.color = color;
 
-		this.x *= s;
-		this.y *= s;
-		this.z *= s;
+			}
 
-		return this;
 
-	},
+			if ( hasFaceVertexColor ) {
 
-	divideSelf: function ( v ) {
+				for ( i = 0; i < nVertices; i++ ) {
 
-		this.x /= v.x;
-		this.y /= v.y;
-		this.z /= v.z;
+					colorIndex = faces[ offset ++ ];
 
-		return this;
+					color = new THREE.Color( colors[ colorIndex ] );
+					face.vertexColors.push( color );
 
-	},
+				}
 
-	divideScalar: function ( s ) {
+			}
 
-		if ( s ) {
+			geometry.faces.push( face );
 
-			this.x /= s;
-			this.y /= s;
-			this.z /= s;
+		}
 
-		} else {
+	};
 
-			this.x = 0;
-			this.y = 0;
-			this.z = 0;
+	function parseSkin() {
 
-		}
+		var i, l, x, y, z, w, a, b, c, d;
 
-		return this;
+		if ( json.skinWeights ) {
 
-	},
+			for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
 
+				x = json.skinWeights[ i     ];
+				y = json.skinWeights[ i + 1 ];
+				z = 0;
+				w = 0;
 
-	negate: function() {
+				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
 
-		return this.multiplyScalar( - 1 );
+			}
 
-	},
+		}
 
-	dot: function ( v ) {
+		if ( json.skinIndices ) {
 
-		return this.x * v.x + this.y * v.y + this.z * v.z;
+			for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
 
-	},
+				a = json.skinIndices[ i     ];
+				b = json.skinIndices[ i + 1 ];
+				c = 0;
+				d = 0;
 
-	lengthSq: function () {
+				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
 
-		return this.x * this.x + this.y * this.y + this.z * this.z;
+			}
 
-	},
+		}
 
-	length: function () {
+		geometry.bones = json.bones;
+		geometry.animation = json.animation;
 
-		return Math.sqrt( this.lengthSq() );
+	};
 
-	},
+	function parseMorphing( scale ) {
 
-	lengthManhattan: function () {
+		if ( json.morphTargets !== undefined ) {
 
-		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+			var i, l, v, vl, dstVertices, srcVertices;
 
-	},
+			for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
 
-	normalize: function () {
+				geometry.morphTargets[ i ] = {};
+				geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
+				geometry.morphTargets[ i ].vertices = [];
 
-		return this.divideScalar( this.length() );
+				dstVertices = geometry.morphTargets[ i ].vertices;
+				srcVertices = json.morphTargets [ i ].vertices;
 
-	},
+				for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
 
-	setLength: function ( l ) {
+					var vertex = new THREE.Vector3();
+					vertex.x = srcVertices[ v ] * scale;
+					vertex.y = srcVertices[ v + 1 ] * scale;
+					vertex.z = srcVertices[ v + 2 ] * scale;
 
-		return this.normalize().multiplyScalar( l );
+					dstVertices.push( vertex );
 
-	},
+				}
 
-	lerpSelf: function ( v, alpha ) {
+			}
 
-		this.x += ( v.x - this.x ) * alpha;
-		this.y += ( v.y - this.y ) * alpha;
-		this.z += ( v.z - this.z ) * alpha;
+		}
 
-		return this;
+		if ( json.morphColors !== undefined ) {
 
-	},
+			var i, l, c, cl, dstColors, srcColors, color;
 
-	cross: function ( a, b ) {
+			for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
 
-		this.x = a.y * b.z - a.z * b.y;
-		this.y = a.z * b.x - a.x * b.z;
-		this.z = a.x * b.y - a.y * b.x;
+				geometry.morphColors[ i ] = {};
+				geometry.morphColors[ i ].name = json.morphColors[ i ].name;
+				geometry.morphColors[ i ].colors = [];
 
-		return this;
+				dstColors = geometry.morphColors[ i ].colors;
+				srcColors = json.morphColors [ i ].colors;
 
-	},
+				for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
 
-	crossSelf: function ( v ) {
+					color = new THREE.Color( 0xffaa00 );
+					color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
+					dstColors.push( color );
 
-		var x = this.x, y = this.y, z = this.z;
+				}
 
-		this.x = y * v.z - z * v.y;
-		this.y = z * v.x - x * v.z;
-		this.z = x * v.y - y * v.x;
+			}
 
-		return this;
+		}
 
-	},
+	};
 
-	angleTo: function ( v ) {
+	var materials = this.initMaterials( json.materials, texturePath );
 
-		return Math.acos( this.dot( v ) / this.length() / v.length() );
+	if ( this.needsTangents( materials ) ) geometry.computeTangents();
 
-	},
+	callback( geometry, materials );
 
-	distanceTo: function ( v ) {
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LoadingMonitor = function () {
+
+	THREE.EventTarget.call( this );
+
+	var scope = this;
+
+	var loaded = 0;
+	var total = 0;
+
+	var onLoad = function ( event ) {
+
+		loaded ++;
+
+		scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );
+
+		if ( loaded === total ) {
+
+			scope.dispatchEvent( { type: 'load' } );
+
+		}
+
+	};
+
+	this.add = function ( loader ) {
+
+		total ++;
+
+		loader.addEventListener( 'load', onLoad, false );
+
+	};
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneLoader = function () {
+
+	this.onLoadStart = function () {};
+	this.onLoadProgress = function() {};
+	this.onLoadComplete = function () {};
+
+	this.callbackSync = function () {};
+	this.callbackProgress = function () {};
+
+	this.geometryHandlerMap = {};
+	this.hierarchyHandlerMap = {};
+
+	this.addGeometryHandler( "ascii", THREE.JSONLoader );
+	this.addGeometryHandler( "binary", THREE.BinaryLoader );
+
+};
+
+THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
+
+THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {
+
+	var scope = this;
+
+	var xhr = new XMLHttpRequest();
+
+	xhr.onreadystatechange = function () {
+
+		if ( xhr.readyState === 4 ) {
+
+			if ( xhr.status === 200 || xhr.status === 0 ) {
+
+				var json = JSON.parse( xhr.responseText );
+				scope.parse( json, callbackFinished, url );
+
+			} else {
+
+				console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+			}
+
+		}
+
+	};
+
+	xhr.open( "GET", url, true );
+	xhr.send( null );
+
+};
+
+THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {
+
+	this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {
+
+	this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {
+
+	var scope = this;
+
+	var urlBase = THREE.Loader.prototype.extractUrlBase( url );
+
+	var dg, dm, dc, df, dt,
+		g, m, l, d, p, r, q, s, c, t, f, tt, pp, u,
+		geometry, material, camera, fog,
+		texture, images,
+		light, hex, intensity,
+		counter_models, counter_textures,
+		total_models, total_textures,
+		result;
+
+	var target_array = [];
+
+	var data = json;
+
+	// async geometry loaders
+
+	for ( var typeID in this.geometryHandlerMap ) {
+
+		var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
+		this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
+
+	}
+
+	// async hierachy loaders
+
+	for ( var typeID in this.hierarchyHandlerMap ) {
+
+		var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
+		this.hierarchyHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
+
+	}
+
+	counter_models = 0;
+	counter_textures = 0;
+
+	result = {
+
+		scene: new THREE.Scene(),
+		geometries: {},
+		face_materials: {},
+		materials: {},
+		textures: {},
+		objects: {},
+		cameras: {},
+		lights: {},
+		fogs: {},
+		empties: {}
+
+	};
+
+	if ( data.transform ) {
+
+		var position = data.transform.position,
+			rotation = data.transform.rotation,
+			scale = data.transform.scale;
+
+		if ( position )
+			result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );
+
+		if ( rotation )
+			result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
+
+		if ( scale )
+			result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
+
+		if ( position || rotation || scale ) {
+
+			result.scene.updateMatrix();
+			result.scene.updateMatrixWorld();
+
+		}
+
+	}
+
+	function get_url( source_url, url_type ) {
+
+		if ( url_type == "relativeToHTML" ) {
+
+			return source_url;
+
+		} else {
+
+			return urlBase + "/" + source_url;
+
+		}
+
+	};
+
+	// toplevel loader function, delegates to handle_children
+
+	function handle_objects() {
+
+		handle_children( result.scene, data.objects );
+
+	}
+
+	// handle all the children from the loaded json and attach them to given parent
+
+	function handle_children( parent, children ) {
+
+		for ( var dd in children ) {
+
+			// check by id if child has already been handled,
+			// if not, create new object
+
+			if ( result.objects[ dd ] === undefined ) {
+
+				var o = children[ dd ];
+
+				var object = null;
+
+				// meshes
+
+				if ( o.type && ( o.type in scope.hierarchyHandlerMap ) && o.loading === undefined ) {
+
+					var loaderParameters = {};
+
+					for ( var parType in g ) {
+
+						if ( parType !== "type" && parType !== "url" ) {
+
+							loaderParameters[ parType ] = g[ parType ];
+
+						}
+
+					}
+
+					material = result.materials[ o.material ];
+
+					o.loading = true;
+
+					var loader = scope.hierarchyHandlerMap[ o.type ][ "loaderObject" ];
+
+					// OBJLoader
+
+					if ( loader.addEventListener ) {
+
+						loader.addEventListener( 'load', create_callback_hierachy( dd, parent, material, o ) );
+						loader.load( get_url( o.url, data.urlBaseType ) );
+
+					} else {
+
+						// ColladaLoader
+
+						if ( loader.options ) {
+
+							loader.load( get_url( o.url, data.urlBaseType ), create_callback_hierachy( dd, parent, material, o ) );
+
+						// UTF8Loader
+
+						} else {
+
+							loader.load( get_url( o.url, data.urlBaseType ), create_callback_hierachy( dd, parent, material, o ), loaderParameters );
+
+						}
+
+					}
+
+				} else if ( o.geometry !== undefined ) {
+
+					geometry = result.geometries[ o.geometry ];
+
+					// geometry already loaded
+
+					if ( geometry ) {
+
+						var needsTangents = false;
+
+						material = result.materials[ o.material ];
+						needsTangents = material instanceof THREE.ShaderMaterial;
+
+						p = o.position;
+						r = o.rotation;
+						q = o.quaternion;
+						s = o.scale;
+						m = o.matrix;
+
+						// turn off quaternions, for the moment
+
+						q = 0;
+
+						// use materials from the model file
+						// if there is no material specified in the object
+
+						if ( ! o.material ) {
+
+							material = new THREE.MeshFaceMaterial( result.face_materials[ o.geometry ] );
+
+						}
+
+						// use materials from the model file
+						// if there is just empty face material
+						// (must create new material as each model has its own face material)
+
+						if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
+
+							material = new THREE.MeshFaceMaterial( result.face_materials[ o.geometry ] );
+
+						}
+
+						if ( material instanceof THREE.MeshFaceMaterial ) {
+
+							for ( var i = 0; i < material.materials.length; i ++ ) {
+
+								needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
+
+							}
+
+						}
+
+						if ( needsTangents ) {
+
+							geometry.computeTangents();
+
+						}
+
+						if ( o.skin ) {
+
+							object = new THREE.SkinnedMesh( geometry, material );
+
+						} else if ( o.morph ) {
+
+							object = new THREE.MorphAnimMesh( geometry, material );
+
+							if ( o.duration !== undefined ) {
+
+								object.duration = o.duration;
+
+							}
+
+							if ( o.time !== undefined ) {
+
+								object.time = o.time;
+
+							}
+
+							if ( o.mirroredLoop !== undefined ) {
+
+								object.mirroredLoop = o.mirroredLoop;
+
+							}
+
+							if ( material.morphNormals ) {
+
+								geometry.computeMorphNormals();
+
+							}
+
+						} else {
+
+							object = new THREE.Mesh( geometry, material );
+
+						}
+
+						object.name = dd;
+
+						if ( m ) {
+
+							object.matrixAutoUpdate = false;
+							object.matrix.set(
+								m[0], m[1], m[2], m[3],
+								m[4], m[5], m[6], m[7],
+								m[8], m[9], m[10], m[11],
+								m[12], m[13], m[14], m[15]
+							);
+
+						} else {
+
+							object.position.set( p[0], p[1], p[2] );
+
+							if ( q ) {
+
+								object.quaternion.set( q[0], q[1], q[2], q[3] );
+								object.useQuaternion = true;
+
+							} else {
+
+								object.rotation.set( r[0], r[1], r[2] );
+
+							}
+
+							object.scale.set( s[0], s[1], s[2] );
+
+						}
+
+						object.visible = o.visible;
+						object.castShadow = o.castShadow;
+						object.receiveShadow = o.receiveShadow;
+
+						parent.add( object );
+
+						result.objects[ dd ] = object;
+
+					}
+
+				// lights
+
+				} else if ( o.type === "DirectionalLight" || o.type === "PointLight" || o.type === "AmbientLight" ) {
+
+					hex = ( o.color !== undefined ) ? o.color : 0xffffff;
+					intensity = ( o.intensity !== undefined ) ? o.intensity : 1;
+
+					if ( o.type === "DirectionalLight" ) {
+
+						p = o.direction;
+
+						light = new THREE.DirectionalLight( hex, intensity );
+						light.position.set( p[0], p[1], p[2] );
+
+						if ( o.target ) {
+
+							target_array.push( { "object": light, "targetName" : o.target } );
+
+							// kill existing default target
+							// otherwise it gets added to scene when parent gets added
+
+							light.target = null;
+
+						}
+
+					} else if ( o.type === "PointLight" ) {
+
+						p = o.position;
+						d = o.distance;
+
+						light = new THREE.PointLight( hex, intensity, d );
+						light.position.set( p[0], p[1], p[2] );
+
+					} else if ( o.type === "AmbientLight" ) {
+
+						light = new THREE.AmbientLight( hex );
+
+					}
+
+					parent.add( light );
+
+					light.name = dd;
+					result.lights[ dd ] = light;
+					result.objects[ dd ] = light;
+
+				// cameras
+
+				} else if ( o.type === "PerspectiveCamera" || o.type === "OrthographicCamera" ) {
+
+					if ( o.type === "PerspectiveCamera" ) {
+
+						camera = new THREE.PerspectiveCamera( o.fov, o.aspect, o.near, o.far );
+
+					} else if ( o.type === "OrthographicCamera" ) {
+
+						camera = new THREE.OrthographicCamera( c.left, c.right, c.top, c.bottom, c.near, c.far );
+
+					}
+
+					p = o.position;
+					camera.position.set( p[0], p[1], p[2] );
+					parent.add( camera );
+
+					camera.name = dd;
+					result.cameras[ dd ] = camera;
+					result.objects[ dd ] = camera;
+
+				// pure Object3D
+
+				} else {
+
+					p = o.position;
+					r = o.rotation;
+					q = o.quaternion;
+					s = o.scale;
+
+					// turn off quaternions, for the moment
+
+					q = 0;
+
+					object = new THREE.Object3D();
+					object.name = dd;
+					object.position.set( p[0], p[1], p[2] );
+
+					if ( q ) {
+
+						object.quaternion.set( q[0], q[1], q[2], q[3] );
+						object.useQuaternion = true;
+
+					} else {
+
+						object.rotation.set( r[0], r[1], r[2] );
+
+					}
+
+					object.scale.set( s[0], s[1], s[2] );
+					object.visible = ( o.visible !== undefined ) ? o.visible : false;
+
+					parent.add( object );
+
+					result.objects[ dd ] = object;
+					result.empties[ dd ] = object;
+
+				}
+
+				if ( object ) {
+
+					if ( o.properties !== undefined )  {
+
+						for ( var key in o.properties ) {
+
+							var value = o.properties[ key ];
+							object.properties[ key ] = value;
+
+						}
+
+					}
+
+					if ( o.children !== undefined ) {
+
+						handle_children( object, o.children );
+
+					}
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function handle_mesh( geo, mat, id ) {
+
+		result.geometries[ id ] = geo;
+		result.face_materials[ id ] = mat;
+		handle_objects();
+
+	};
+
+	function handle_hierarchy( node, id, parent, material, o ) {
+
+		var p = o.position;
+		var r = o.rotation;
+		var q = o.quaternion;
+		var s = o.scale;
+
+		node.position.set( p[0], p[1], p[2] );
+
+		if ( q ) {
+
+			node.quaternion.set( q[0], q[1], q[2], q[3] );
+			node.useQuaternion = true;
+
+		} else {
+
+			node.rotation.set( r[0], r[1], r[2] );
+
+		}
+
+		node.scale.set( s[0], s[1], s[2] );
+
+		if ( material ) {
+
+			node.traverse( function ( child )  {
+
+				child.material = material;
+
+			} );
+
+		}
+
+		parent.add( node );
+
+		result.objects[ id ] = node;
+		handle_objects();
+
+	};
+
+	function create_callback_geometry( id ) {
+
+		return function( geo, mat ) {
+
+			handle_mesh( geo, mat, id );
+
+			counter_models -= 1;
+
+			scope.onLoadComplete();
+
+			async_callback_gate();
+
+		}
+
+	};
+
+	function create_callback_hierachy( id, parent, material, obj ) {
+
+		return function( event ) {
+
+			var result;
+
+			// loaders which use EventTarget
+
+			if ( event.content ) {
+
+				result = event.content;
+
+			// ColladaLoader
+
+			} else if ( event.dae ) {
+
+				result = event.scene;
+
+
+			// UTF8Loader
+
+			} else {
+
+				result = event;
+
+			}
+
+			handle_hierarchy( result, id, parent, material, obj );
+
+			counter_models -= 1;
+
+			scope.onLoadComplete();
+
+			async_callback_gate();
+
+		}
+
+	};
+
+	function create_callback_embed( id ) {
+
+		return function( geo, mat ) {
+
+			result.geometries[ id ] = geo;
+			result.face_materials[ id ] = mat;
+
+		}
+
+	};
+
+	function async_callback_gate() {
+
+		var progress = {
+
+			totalModels : total_models,
+			totalTextures : total_textures,
+			loadedModels : total_models - counter_models,
+			loadedTextures : total_textures - counter_textures
+
+		};
+
+		scope.callbackProgress( progress, result );
+
+		scope.onLoadProgress();
+
+		if ( counter_models === 0 && counter_textures === 0 ) {
+
+			finalize();
+			callbackFinished( result );
+
+		}
+
+	};
+
+	function finalize() {
+
+		// take care of targets which could be asynchronously loaded objects
+
+		for ( var i = 0; i < target_array.length; i ++ ) {
+
+			var ta = target_array[ i ];
+
+			var target = result.objects[ ta.targetName ];
+
+			if ( target ) {
+
+				ta.object.target = target;
+
+			} else {
+
+				// if there was error and target of specified name doesn't exist in the scene file
+				// create instead dummy target
+				// (target must be added to scene explicitly as parent is already added)
+
+				ta.object.target = new THREE.Object3D();
+				result.scene.add( ta.object.target );
+
+			}
+
+			ta.object.target.properties.targetInverse = ta.object;
+
+		}
+
+	};
+
+	var callbackTexture = function ( count ) {
+
+		counter_textures -= count;
+		async_callback_gate();
+
+		scope.onLoadComplete();
+
+	};
+
+	// must use this instead of just directly calling callbackTexture
+	// because of closure in the calling context loop
+
+	var generateTextureCallback = function ( count ) {
+
+		return function() {
+
+			callbackTexture( count );
+
+		};
+
+	};
+
+	// first go synchronous elements
+
+	// fogs
+
+	for ( df in data.fogs ) {
+
+		f = data.fogs[ df ];
+
+		if ( f.type === "linear" ) {
+
+			fog = new THREE.Fog( 0x000000, f.near, f.far );
+
+		} else if ( f.type === "exp2" ) {
+
+			fog = new THREE.FogExp2( 0x000000, f.density );
+
+		}
+
+		c = f.color;
+		fog.color.setRGB( c[0], c[1], c[2] );
+
+		result.fogs[ df ] = fog;
+
+	}
+
+	// now come potentially asynchronous elements
+
+	// geometries
+
+	// count how many geometries will be loaded asynchronously
+
+	for ( dg in data.geometries ) {
+
+		g = data.geometries[ dg ];
+
+		if ( g.type in this.geometryHandlerMap ) {
+
+			counter_models += 1;
+
+			scope.onLoadStart();
+
+		}
+
+	}
+
+	// count how many hierarchies will be loaded asynchronously
+
+	for ( var dd in data.objects ) {
+
+		var o = data.objects[ dd ];
+
+		if ( o.type && ( o.type in this.hierarchyHandlerMap ) ) {
+
+			counter_models += 1;
+
+			scope.onLoadStart();
+
+		}
+
+	}
+
+	total_models = counter_models;
+
+	for ( dg in data.geometries ) {
+
+		g = data.geometries[ dg ];
+
+		if ( g.type === "cube" ) {
+
+			geometry = new THREE.CubeGeometry( g.width, g.height, g.depth, g.widthSegments, g.heightSegments, g.depthSegments );
+			result.geometries[ dg ] = geometry;
+
+		} else if ( g.type === "plane" ) {
+
+			geometry = new THREE.PlaneGeometry( g.width, g.height, g.widthSegments, g.heightSegments );
+			result.geometries[ dg ] = geometry;
+
+		} else if ( g.type === "sphere" ) {
+
+			geometry = new THREE.SphereGeometry( g.radius, g.widthSegments, g.heightSegments );
+			result.geometries[ dg ] = geometry;
+
+		} else if ( g.type === "cylinder" ) {
+
+			geometry = new THREE.CylinderGeometry( g.topRad, g.botRad, g.height, g.radSegs, g.heightSegs );
+			result.geometries[ dg ] = geometry;
+
+		} else if ( g.type === "torus" ) {
+
+			geometry = new THREE.TorusGeometry( g.radius, g.tube, g.segmentsR, g.segmentsT );
+			result.geometries[ dg ] = geometry;
+
+		} else if ( g.type === "icosahedron" ) {
+
+			geometry = new THREE.IcosahedronGeometry( g.radius, g.subdivisions );
+			result.geometries[ dg ] = geometry;
+
+		} else if ( g.type in this.geometryHandlerMap ) {
+
+			var loaderParameters = {};
+			for ( var parType in g ) {
+
+				if ( parType !== "type" && parType !== "url" ) {
+
+					loaderParameters[ parType ] = g[ parType ];
+
+				}
+
+			}
+
+			var loader = this.geometryHandlerMap[ g.type ][ "loaderObject" ];
+			loader.load( get_url( g.url, data.urlBaseType ), create_callback_geometry( dg ), loaderParameters );
+
+		} else if ( g.type === "embedded" ) {
+
+			var modelJson = data.embeds[ g.id ],
+				texture_path = "";
+
+			// pass metadata along to jsonLoader so it knows the format version
+
+			modelJson.metadata = data.metadata;
+
+			if ( modelJson ) {
+
+				var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
+				jsonLoader.createModel( modelJson, create_callback_embed( dg ), texture_path );
+
+			}
+
+		}
+
+	}
+
+	// textures
+
+	// count how many textures will be loaded asynchronously
+
+	for ( dt in data.textures ) {
+
+		tt = data.textures[ dt ];
+
+		if ( tt.url instanceof Array ) {
+
+			counter_textures += tt.url.length;
+
+			for( var n = 0; n < tt.url.length; n ++ ) {
+
+				scope.onLoadStart();
+
+			}
+
+		} else {
+
+			counter_textures += 1;
+
+			scope.onLoadStart();
+
+		}
+
+	}
+
+	total_textures = counter_textures;
+
+	for ( dt in data.textures ) {
+
+		tt = data.textures[ dt ];
+
+		if ( tt.mapping !== undefined && THREE[ tt.mapping ] !== undefined  ) {
+
+			tt.mapping = new THREE[ tt.mapping ]();
+
+		}
+
+		if ( tt.url instanceof Array ) {
+
+			var count = tt.url.length;
+			var url_array = [];
+
+			for( var i = 0; i < count; i ++ ) {
+
+				url_array[ i ] = get_url( tt.url[ i ], data.urlBaseType );
+
+			}
+
+			var isCompressed = url_array[ 0 ].endsWith( ".dds" );
+
+			if ( isCompressed ) {
+
+				texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, tt.mapping, generateTextureCallback( count ) );
+
+			} else {
+
+				texture = THREE.ImageUtils.loadTextureCube( url_array, tt.mapping, generateTextureCallback( count ) );
+
+			}
+
+		} else {
+
+			var isCompressed = tt.url.toLowerCase().endsWith( ".dds" );
+			var fullUrl = get_url( tt.url, data.urlBaseType );
+			var textureCallback = generateTextureCallback( 1 );
+
+			if ( isCompressed ) {
+
+				texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, tt.mapping, textureCallback );
+
+			} else {
+
+				texture = THREE.ImageUtils.loadTexture( fullUrl, tt.mapping, textureCallback );
+
+			}
+
+			if ( THREE[ tt.minFilter ] !== undefined )
+				texture.minFilter = THREE[ tt.minFilter ];
+
+			if ( THREE[ tt.magFilter ] !== undefined )
+				texture.magFilter = THREE[ tt.magFilter ];
+
+			if ( tt.anisotropy ) texture.anisotropy = tt.anisotropy;
+
+			if ( tt.repeat ) {
+
+				texture.repeat.set( tt.repeat[ 0 ], tt.repeat[ 1 ] );
+
+				if ( tt.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
+				if ( tt.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
+
+			}
+
+			if ( tt.offset ) {
+
+				texture.offset.set( tt.offset[ 0 ], tt.offset[ 1 ] );
+
+			}
+
+			// handle wrap after repeat so that default repeat can be overriden
+
+			if ( tt.wrap ) {
+
+				var wrapMap = {
+				"repeat" 	: THREE.RepeatWrapping,
+				"mirror"	: THREE.MirroredRepeatWrapping
+				}
+
+				if ( wrapMap[ tt.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ tt.wrap[ 0 ] ];
+				if ( wrapMap[ tt.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ tt.wrap[ 1 ] ];
+
+			}
+
+		}
+
+		result.textures[ dt ] = texture;
+
+	}
+
+	// materials
+
+	for ( dm in data.materials ) {
+
+		m = data.materials[ dm ];
+
+		for ( pp in m.parameters ) {
+
+			if ( pp === "envMap" || pp === "map" || pp === "lightMap" || pp === "bumpMap" ) {
+
+				m.parameters[ pp ] = result.textures[ m.parameters[ pp ] ];
+
+			} else if ( pp === "shading" ) {
+
+				m.parameters[ pp ] = ( m.parameters[ pp ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
+
+			} else if ( pp === "side" ) {
+
+				if (  m.parameters[ pp ] == "double" ) {
+
+					m.parameters[ pp ] = THREE.DoubleSide;
+
+				} else if ( m.parameters[ pp ] == "back" ) {
+
+					m.parameters[ pp ] = THREE.BackSide;
+
+				} else {
+
+					m.parameters[ pp ] = THREE.FrontSide;
+
+				}
+
+			} else if ( pp === "blending" ) {
+
+				m.parameters[ pp ] = m.parameters[ pp ] in THREE ? THREE[ m.parameters[ pp ] ] : THREE.NormalBlending;
+
+			} else if ( pp === "combine" ) {
+
+				m.parameters[ pp ] = ( m.parameters[ pp ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation;
+
+			} else if ( pp === "vertexColors" ) {
+
+				if ( m.parameters[ pp ] == "face" ) {
+
+					m.parameters[ pp ] = THREE.FaceColors;
+
+				// default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
+
+				} else if ( m.parameters[ pp ] )   {
+
+					m.parameters[ pp ] = THREE.VertexColors;
+
+				}
+
+			} else if ( pp === "wrapRGB" ) {
+
+				var v3 = m.parameters[ pp ];
+				m.parameters[ pp ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
+
+			}
+
+		}
+
+		if ( m.parameters.opacity !== undefined && m.parameters.opacity < 1.0 ) {
+
+			m.parameters.transparent = true;
+
+		}
+
+		if ( m.parameters.normalMap ) {
+
+			var shader = THREE.ShaderUtils.lib[ "normal" ];
+			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+			var diffuse = m.parameters.color;
+			var specular = m.parameters.specular;
+			var ambient = m.parameters.ambient;
+			var shininess = m.parameters.shininess;
+
+			uniforms[ "tNormal" ].value = result.textures[ m.parameters.normalMap ];
+
+			if ( m.parameters.normalScale ) {
+
+				uniforms[ "uNormalScale" ].value.set( m.parameters.normalScale[ 0 ], m.parameters.normalScale[ 1 ] );
+
+			}
+
+			if ( m.parameters.map ) {
+
+				uniforms[ "tDiffuse" ].value = m.parameters.map;
+				uniforms[ "enableDiffuse" ].value = true;
+
+			}
+
+			if ( m.parameters.envMap ) {
+
+				uniforms[ "tCube" ].value = m.parameters.envMap;
+				uniforms[ "enableReflection" ].value = true;
+				uniforms[ "uReflectivity" ].value = m.parameters.reflectivity;
+
+			}
+
+			if ( m.parameters.lightMap ) {
+
+				uniforms[ "tAO" ].value = m.parameters.lightMap;
+				uniforms[ "enableAO" ].value = true;
+
+			}
+
+			if ( m.parameters.specularMap ) {
+
+				uniforms[ "tSpecular" ].value = result.textures[ m.parameters.specularMap ];
+				uniforms[ "enableSpecular" ].value = true;
+
+			}
+
+			if ( m.parameters.displacementMap ) {
+
+				uniforms[ "tDisplacement" ].value = result.textures[ m.parameters.displacementMap ];
+				uniforms[ "enableDisplacement" ].value = true;
+
+				uniforms[ "uDisplacementBias" ].value = m.parameters.displacementBias;
+				uniforms[ "uDisplacementScale" ].value = m.parameters.displacementScale;
+
+			}
+
+			uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
+			uniforms[ "uSpecularColor" ].value.setHex( specular );
+			uniforms[ "uAmbientColor" ].value.setHex( ambient );
+
+			uniforms[ "uShininess" ].value = shininess;
+
+			if ( m.parameters.opacity ) {
+
+				uniforms[ "uOpacity" ].value = m.parameters.opacity;
+
+			}
+
+			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+
+			material = new THREE.ShaderMaterial( parameters );
+
+		} else {
+
+			material = new THREE[ m.type ]( m.parameters );
+
+		}
+
+		result.materials[ dm ] = material;
+
+	}
+
+	// second pass through all materials to initialize MeshFaceMaterials
+	// that could be referring to other materials out of order
+
+	for ( dm in data.materials ) {
+
+		m = data.materials[ dm ];
+
+		if ( m.parameters.materials ) {
+
+			var materialArray = [];
+
+			for ( var i = 0; i < m.parameters.materials.length; i ++ ) {
+
+				var label = m.parameters.materials[ i ];
+				materialArray.push( result.materials[ label ] );
+
+			}
+
+			result.materials[ dm ].materials = materialArray;
+
+		}
+
+	}
+
+	// objects ( synchronous init of procedural primitives )
+
+	handle_objects();
+
+	// defaults
+
+	if ( result.cameras && data.defaults.camera ) {
+
+		result.currentCamera = result.cameras[ data.defaults.camera ];
+
+	}
+
+	if ( result.fogs && data.defaults.fog ) {
+
+		result.scene.fog = result.fogs[ data.defaults.fog ];
+
+	}
+
+	c = data.defaults.bgcolor;
+	result.bgColor = new THREE.Color();
+	result.bgColor.setRGB( c[0], c[1], c[2] );
+
+	result.bgColorAlpha = data.defaults.bgalpha;
+
+	// synchronous callback
+
+	scope.callbackSync( result );
+
+	// just in case there are no async elements
+
+	async_callback_gate();
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.TextureLoader = function () {
+
+	THREE.EventTarget.call( this );
+
+	this.crossOrigin = null;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+	constructor: THREE.TextureLoader,
+
+	load: function ( url ) {
+
+		var scope = this;
+
+		var image = new Image();
+
+		image.addEventListener( 'load', function () {
+
+			var texture = new THREE.Texture( image );
+			texture.needsUpdate = true;
+
+			scope.dispatchEvent( { type: 'load', content: texture } );
+
+		}, false );
+
+		image.addEventListener( 'error', function () {
+
+			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+		}, false );
+
+		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+		image.src = url;
+
+	}
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+	THREE.MaterialLibrary.push( this );
+
+	this.id = THREE.MaterialIdCount ++;
+
+	this.name = '';
+
+	this.side = THREE.FrontSide;
+
+	this.opacity = 1;
+	this.transparent = false;
+
+	this.blending = THREE.NormalBlending;
+
+	this.blendSrc = THREE.SrcAlphaFactor;
+	this.blendDst = THREE.OneMinusSrcAlphaFactor;
+	this.blendEquation = THREE.AddEquation;
+
+	this.depthTest = true;
+	this.depthWrite = true;
+
+	this.polygonOffset = false;
+	this.polygonOffsetFactor = 0;
+	this.polygonOffsetUnits = 0;
+
+	this.alphaTest = 0;
+
+	this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
+
+	this.visible = true;
+
+	this.needsUpdate = true;
+
+};
+
+THREE.Material.prototype.setValues = function ( values ) {
+
+	if ( values === undefined ) return;
+
+	for ( var key in values ) {
+
+		var newValue = values[ key ];
+
+		if ( newValue === undefined ) {
+
+			console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
+			continue;
+
+		}
+
+		if ( key in this ) {
+
+			var currentValue = this[ key ];
+
+			if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {
+
+				currentValue.copy( newValue );
+
+			} else if ( currentValue instanceof THREE.Color && typeof( newValue ) === "number" ) {
+
+				currentValue.setHex( newValue );
+
+			} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
+
+				currentValue.copy( newValue );
+
+			} else {
+
+				this[ key ] = newValue;
+
+			}
+
+		}
+
+	}
+
+};
+
+THREE.Material.prototype.clone = function ( material ) {
+
+	if ( material === undefined ) material = new THREE.Material();
+
+	material.name = this.name;
+
+	material.side = this.side;
+
+	material.opacity = this.opacity;
+	material.transparent = this.transparent;
+
+	material.blending = this.blending;
+
+	material.blendSrc = this.blendSrc;
+	material.blendDst = this.blendDst;
+	material.blendEquation = this.blendEquation;
+
+	material.depthTest = this.depthTest;
+	material.depthWrite = this.depthWrite;
+
+	material.polygonOffset = this.polygonOffset;
+	material.polygonOffsetFactor = this.polygonOffsetFactor;
+	material.polygonOffsetUnits = this.polygonOffsetUnits;
+
+	material.alphaTest = this.alphaTest;
+
+	material.overdraw = this.overdraw;
+
+	material.visible = this.visible;
+
+	return material;
+
+};
+
+THREE.Material.prototype.deallocate = function () {
+
+	var index = THREE.MaterialLibrary.indexOf( this );
+	if ( index !== -1 ) THREE.MaterialLibrary.splice( index, 1 );
+
+};
+
+THREE.MaterialIdCount = 0;
+THREE.MaterialLibrary = [];
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *
+ *  linewidth: <float>,
+ *  linecap: "round",
+ *  linejoin: "round",
+ *
+ *  vertexColors: <bool>
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff );
+
+	this.linewidth = 1;
+	this.linecap = 'round';
+	this.linejoin = 'round';
+
+	this.vertexColors = false;
+
+	this.fog = true;
+
+	this.setValues( parameters );
+
+};
+
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineBasicMaterial.prototype.clone = function () {
+
+	var material = new THREE.LineBasicMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+
+	material.linewidth = this.linewidth;
+	material.linecap = this.linecap;
+	material.linejoin = this.linejoin;
+
+	material.vertexColors = this.vertexColors;
+
+	material.fog = this.fog;
+
+	return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *
+ *  linewidth: <float>,
+ *
+ *  scale: <float>,
+ *  dashSize: <float>,
+ *  gapSize: <float>,
+ *
+ *  vertexColors: <bool>
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff );
+
+	this.linewidth = 1;
+
+	this.scale = 1;
+	this.dashSize = 3;
+	this.gapSize = 1;
+
+	this.vertexColors = false;
+
+	this.fog = true;
+
+	this.setValues( parameters );
+
+};
+
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineDashedMaterial.prototype.clone = function () {
+
+	var material = new THREE.LineDashedMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+
+	material.linewidth = this.linewidth;
+
+	material.scale = this.scale;
+	material.dashSize = this.dashSize;
+	material.gapSize = this.gapSize;
+
+	material.vertexColors = this.vertexColors;
+
+	material.fog = this.fog;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  lightMap: new THREE.Texture( <Image> ),
+ *
+ *  specularMap: new THREE.Texture( <Image> ),
+ *
+ *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ *  combine: THREE.Multiply,
+ *  reflectivity: <float>,
+ *  refractionRatio: <float>,
+ *
+ *  shading: THREE.SmoothShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>,
+ *
+ *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ *  skinning: <bool>,
+ *  morphTargets: <bool>,
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff ); // emissive
+
+	this.map = null;
+
+	this.lightMap = null;
+
+	this.specularMap = null;
+
+	this.envMap = null;
+	this.combine = THREE.MultiplyOperation;
+	this.reflectivity = 1;
+	this.refractionRatio = 0.98;
+
+	this.fog = true;
+
+	this.shading = THREE.SmoothShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+	this.wireframeLinecap = 'round';
+	this.wireframeLinejoin = 'round';
+
+	this.vertexColors = THREE.NoColors;
+
+	this.skinning = false;
+	this.morphTargets = false;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshBasicMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshBasicMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+
+	material.map = this.map;
+
+	material.lightMap = this.lightMap;
+
+	material.specularMap = this.specularMap;
+
+	material.envMap = this.envMap;
+	material.combine = this.combine;
+	material.reflectivity = this.reflectivity;
+	material.refractionRatio = this.refractionRatio;
+
+	material.fog = this.fog;
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+	material.wireframeLinecap = this.wireframeLinecap;
+	material.wireframeLinejoin = this.wireframeLinejoin;
+
+	material.vertexColors = this.vertexColors;
+
+	material.skinning = this.skinning;
+	material.morphTargets = this.morphTargets;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  ambient: <hex>,
+ *  emissive: <hex>,
+ *  opacity: <float>,
+ *
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  lightMap: new THREE.Texture( <Image> ),
+ *
+ *  specularMap: new THREE.Texture( <Image> ),
+ *
+ *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ *  combine: THREE.Multiply,
+ *  reflectivity: <float>,
+ *  refractionRatio: <float>,
+ *
+ *  shading: THREE.SmoothShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>,
+ *
+ *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ *  skinning: <bool>,
+ *  morphTargets: <bool>,
+ *  morphNormals: <bool>,
+ *
+ *	fog: <bool>
+ * }
+ */
+
+THREE.MeshLambertMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff ); // diffuse
+	this.ambient = new THREE.Color( 0xffffff );
+	this.emissive = new THREE.Color( 0x000000 );
+
+	this.wrapAround = false;
+	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+	this.map = null;
+
+	this.lightMap = null;
+
+	this.specularMap = null;
+
+	this.envMap = null;
+	this.combine = THREE.MultiplyOperation;
+	this.reflectivity = 1;
+	this.refractionRatio = 0.98;
+
+	this.fog = true;
+
+	this.shading = THREE.SmoothShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+	this.wireframeLinecap = 'round';
+	this.wireframeLinejoin = 'round';
+
+	this.vertexColors = THREE.NoColors;
+
+	this.skinning = false;
+	this.morphTargets = false;
+	this.morphNormals = false;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshLambertMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshLambertMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.ambient.copy( this.ambient );
+	material.emissive.copy( this.emissive );
+
+	material.wrapAround = this.wrapAround;
+	material.wrapRGB.copy( this.wrapRGB );
+
+	material.map = this.map;
+
+	material.lightMap = this.lightMap;
+
+	material.specularMap = this.specularMap;
+
+	material.envMap = this.envMap;
+	material.combine = this.combine;
+	material.reflectivity = this.reflectivity;
+	material.refractionRatio = this.refractionRatio;
+
+	material.fog = this.fog;
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+	material.wireframeLinecap = this.wireframeLinecap;
+	material.wireframeLinejoin = this.wireframeLinejoin;
+
+	material.vertexColors = this.vertexColors;
+
+	material.skinning = this.skinning;
+	material.morphTargets = this.morphTargets;
+	material.morphNormals = this.morphNormals;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  ambient: <hex>,
+ *  emissive: <hex>,
+ *  specular: <hex>,
+ *  shininess: <float>,
+ *  opacity: <float>,
+ *
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  lightMap: new THREE.Texture( <Image> ),
+ *
+ *  bumpMap: new THREE.Texture( <Image> ),
+ *  bumpScale: <float>,
+ *
+ *  normalMap: new THREE.Texture( <Image> ),
+ *  normalScale: <Vector2>,
+ *
+ *  specularMap: new THREE.Texture( <Image> ),
+ *
+ *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ *  combine: THREE.Multiply,
+ *  reflectivity: <float>,
+ *  refractionRatio: <float>,
+ *
+ *  shading: THREE.SmoothShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>,
+ *
+ *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ *  skinning: <bool>,
+ *  morphTargets: <bool>,
+ *  morphNormals: <bool>,
+ *
+ *	fog: <bool>
+ * }
+ */
+
+THREE.MeshPhongMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff ); // diffuse
+	this.ambient = new THREE.Color( 0xffffff );
+	this.emissive = new THREE.Color( 0x000000 );
+	this.specular = new THREE.Color( 0x111111 );
+	this.shininess = 30;
+
+	this.metal = false;
+	this.perPixel = true;
+
+	this.wrapAround = false;
+	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+	this.map = null;
+
+	this.lightMap = null;
+
+	this.bumpMap = null;
+	this.bumpScale = 1;
+
+	this.normalMap = null;
+	this.normalScale = new THREE.Vector2( 1, 1 );
+
+	this.specularMap = null;
+
+	this.envMap = null;
+	this.combine = THREE.MultiplyOperation;
+	this.reflectivity = 1;
+	this.refractionRatio = 0.98;
+
+	this.fog = true;
+
+	this.shading = THREE.SmoothShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+	this.wireframeLinecap = 'round';
+	this.wireframeLinejoin = 'round';
+
+	this.vertexColors = THREE.NoColors;
+
+	this.skinning = false;
+	this.morphTargets = false;
+	this.morphNormals = false;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshPhongMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshPhongMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.ambient.copy( this.ambient );
+	material.emissive.copy( this.emissive );
+	material.specular.copy( this.specular );
+	material.shininess = this.shininess;
+
+	material.metal = this.metal;
+	material.perPixel = this.perPixel;
+
+	material.wrapAround = this.wrapAround;
+	material.wrapRGB.copy( this.wrapRGB );
+
+	material.map = this.map;
+
+	material.lightMap = this.lightMap;
+
+	material.bumpMap = this.bumpMap;
+	material.bumpScale = this.bumpScale;
+
+	material.normalMap = this.normalMap;
+	material.normalScale.copy( this.normalScale );
+
+	material.specularMap = this.specularMap;
+
+	material.envMap = this.envMap;
+	material.combine = this.combine;
+	material.reflectivity = this.reflectivity;
+	material.refractionRatio = this.refractionRatio;
+
+	material.fog = this.fog;
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+	material.wireframeLinecap = this.wireframeLinecap;
+	material.wireframeLinejoin = this.wireframeLinejoin;
+
+	material.vertexColors = this.vertexColors;
+
+	material.skinning = this.skinning;
+	material.morphTargets = this.morphTargets;
+	material.morphNormals = this.morphNormals;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  opacity: <float>,
+ 
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ 
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>
+ * } 
+ */
+
+THREE.MeshDepthMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshDepthMaterial.prototype.clone = function () {
+
+	var material = new THREE.LineBasicMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ *  opacity: <float>,
+ 
+ *  shading: THREE.FlatShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ 
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+	THREE.Material.call( this, parameters );
+
+	this.shading = THREE.FlatShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshNormalMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshNormalMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MeshFaceMaterial = function ( materials ) {
+
+	this.materials = materials instanceof Array ? materials : [];
+
+};
+
+THREE.MeshFaceMaterial.prototype.clone = function () {
+
+	return new THREE.MeshFaceMaterial();
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  size: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *
+ *  vertexColors: <bool>,
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.ParticleBasicMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff );
+
+	this.map = null;
+
+	this.size = 1;
+	this.sizeAttenuation = true;
+
+	this.vertexColors = false;
+
+	this.fog = true;
+
+	this.setValues( parameters );
+
+};
+
+THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleBasicMaterial.prototype.clone = function () {
+
+	var material = new THREE.ParticleBasicMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+
+	material.map = this.map;
+
+	material.size = this.size;
+	material.sizeAttenuation = this.sizeAttenuation;
+
+	material.vertexColors = this.vertexColors;
+
+	material.fog = this.fog;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  program: <function>,
+ *  opacity: <float>,
+ *  blending: THREE.NormalBlending
+ * }
+ */
+
+THREE.ParticleCanvasMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff );
+	this.program = function ( context, color ) {};
+
+	this.setValues( parameters );
+
+};
+
+THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleCanvasMaterial.prototype.clone = function () {
+
+	var material = new THREE.ParticleCanvasMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.program = this.program;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ParticleDOMMaterial = function ( element ) {
+
+	this.element = element;
+
+};
+
+THREE.ParticleDOMMaterial.prototype.clone = function(){
+
+	return new THREE.ParticleDOMMaterial( this.element );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  fragmentShader: <string>,
+ *  vertexShader: <string>,
+ *
+ *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ *  defines: { "label" : "value" },
+ *
+ *  shading: THREE.SmoothShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>,
+ *
+ *  lights: <bool>,
+ *
+ *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ *  skinning: <bool>,
+ *  morphTargets: <bool>,
+ *  morphNormals: <bool>,
+ *
+ *	fog: <bool>
+ * }
+ */
+
+THREE.ShaderMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.fragmentShader = "void main() {}";
+	this.vertexShader = "void main() {}";
+	this.uniforms = {};
+	this.defines = {};
+	this.attributes = null;
+
+	this.shading = THREE.SmoothShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+
+	this.fog = false; // set to use scene fog
+
+	this.lights = false; // set to use scene lights
+
+	this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
+
+	this.skinning = false; // set to use skinning attribute streams
+
+	this.morphTargets = false; // set to use morph targets
+	this.morphNormals = false; // set to use morph normals
+
+	this.setValues( parameters );
+
+};
+
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ShaderMaterial.prototype.clone = function () {
+
+	var material = new THREE.ShaderMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.fragmentShader = this.fragmentShader;
+	material.vertexShader = this.vertexShader;
+
+	material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
+
+	material.attributes = this.attributes;
+	material.defines = this.defines;
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+
+	material.fog = this.fog;
+
+	material.lights = this.lights;
+
+	material.vertexColors = this.vertexColors;
+
+	material.skinning = this.skinning;
+
+	material.morphTargets = this.morphTargets;
+	material.morphNormals = this.morphNormals;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+	THREE.TextureLibrary.push( this );
+
+	this.id = THREE.TextureIdCount ++;
+
+	this.name = '';
+
+	this.image = image;
+
+	this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
+
+	this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
+	this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
+
+	this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
+	this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
+
+	this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
+
+	this.format = format !== undefined ? format : THREE.RGBAFormat;
+	this.type = type !== undefined ? type : THREE.UnsignedByteType;
+
+	this.offset = new THREE.Vector2( 0, 0 );
+	this.repeat = new THREE.Vector2( 1, 1 );
+
+	this.generateMipmaps = true;
+	this.premultiplyAlpha = false;
+	this.flipY = true;
+
+	this.needsUpdate = false;
+	this.onUpdate = null;
+
+};
+
+THREE.Texture.prototype = {
+
+	constructor: THREE.Texture,
+
+	clone: function () {
+
+		var texture = new THREE.Texture();
+
+		texture.image = this.image;
+
+		texture.mapping = this.mapping;
+
+		texture.wrapS = this.wrapS;
+		texture.wrapT = this.wrapT;
+
+		texture.magFilter = this.magFilter;
+		texture.minFilter = this.minFilter;
+
+		texture.anisotropy = this.anisotropy;
+
+		texture.format = this.format;
+		texture.type = this.type;
+
+		texture.offset.copy( this.offset );
+		texture.repeat.copy( this.repeat );
+
+		texture.generateMipmaps = this.generateMipmaps;
+		texture.premultiplyAlpha = this.premultiplyAlpha;
+		texture.flipY = this.flipY;
+
+		return texture;
+
+	},
+
+	deallocate: function () {
+
+		var index = THREE.TextureLibrary.indexOf( this );
+		if ( index !== -1 ) THREE.TextureLibrary.splice( index, 1 );
+
+	}
+
+};
+
+THREE.TextureIdCount = 0;
+THREE.TextureLibrary = [];
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) {
+
+	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type );
+
+	this.image = { width: width, height: height };
+	this.mipmaps = mipmaps;
+
+};
+
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.CompressedTexture.prototype.clone = function () {
+
+	var texture = new THREE.CompressedTexture();
+
+	texture.image = this.image;
+	texture.mipmaps = this.mipmaps;
+
+	texture.format = this.format;
+	texture.type = this.type;
+
+	texture.mapping = this.mapping;
+
+	texture.wrapS = this.wrapS;
+	texture.wrapT = this.wrapT;
+
+	texture.magFilter = this.magFilter;
+	texture.minFilter = this.minFilter;
+
+	texture.anisotropy = this.anisotropy;
+
+	texture.offset.copy( this.offset );
+	texture.repeat.copy( this.repeat );
+
+	return texture;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) {
+
+	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type );
+
+	this.image = { data: data, width: width, height: height };
+
+};
+
+THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.DataTexture.prototype.clone = function () {
+
+	var clonedTexture = new THREE.DataTexture( this.image.data,  this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter );
+
+	clonedTexture.offset.copy( this.offset );
+	clonedTexture.repeat.copy( this.repeat );
+
+	return clonedTexture;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Particle = function ( material ) {
+
+	THREE.Object3D.call( this );
+
+	this.material = material;
+
+};
+
+THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Particle.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Particle( this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ParticleSystem = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
+
+	this.sortParticles = false;
+
+	if ( this.geometry ) {
+
+		// calc bound radius
+
+		if( this.geometry.boundingSphere === null ) {
+
+			this.geometry.computeBoundingSphere();
+
+		}
+
+		this.boundRadius = geometry.boundingSphere.radius;
+
+	}
+
+	this.frustumCulled = false;
+
+};
+
+THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ParticleSystem.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
+	object.sortParticles = this.sortParticles;
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Line = function ( geometry, material, type ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+	this.type = ( type !== undefined ) ? type : THREE.LineStrip;
+
+	if ( this.geometry ) {
+
+		if ( ! this.geometry.boundingSphere ) {
+
+			this.geometry.computeBoundingSphere();
+
+		}
+
+	}
+
+};
+
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
+
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Line.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.Mesh = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
+
+	if ( this.geometry ) {
+
+		// calc bound radius
+
+		if ( this.geometry.boundingSphere === null ) {
+
+			this.geometry.computeBoundingSphere();
+
+		}
+
+		this.boundRadius = geometry.boundingSphere.radius;
+
+
+		// setup morph targets
+
+		if ( this.geometry.morphTargets.length ) {
+
+			this.morphTargetBase = -1;
+			this.morphTargetForcedOrder = [];
+			this.morphTargetInfluences = [];
+			this.morphTargetDictionary = {};
+
+			for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) {
+
+				this.morphTargetInfluences.push( 0 );
+				this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
+
+			}
+
+		}
+
+	}
+
+}
+
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
+
+	if ( this.morphTargetDictionary[ name ] !== undefined ) {
+
+		return this.morphTargetDictionary[ name ];
+
+	}
+
+	console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
+
+	return 0;
+
+};
+
+THREE.Mesh.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Bone = function( belongsToSkin ) {
+
+	THREE.Object3D.call( this );
+
+	this.skin = belongsToSkin;
+	this.skinMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) {
+
+	// update local
+
+	if ( this.matrixAutoUpdate ) {
+
+		forceUpdate |= this.updateMatrix();
+
+	}
+
+	// update skin matrix
+
+	if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
+
+		if( parentSkinMatrix ) {
+
+			this.skinMatrix.multiply( parentSkinMatrix, this.matrix );
+
+		} else {
+
+			this.skinMatrix.copy( this.matrix );
+
+		}
+
+		this.matrixWorldNeedsUpdate = false;
+		forceUpdate = true;
+
+	}
+
+	// update children
+
+	var child, i, l = this.children.length;
+
+	for ( i = 0; i < l; i ++ ) {
+
+		this.children[ i ].update( this.skinMatrix, forceUpdate );
+
+	}
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
+
+	THREE.Mesh.call( this, geometry, material );
+
+	//
+
+	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+
+	// init bones
+
+	this.identityMatrix = new THREE.Matrix4();
+
+	this.bones = [];
+	this.boneMatrices = [];
+
+	var b, bone, gbone, p, q, s;
+
+	if ( this.geometry && this.geometry.bones !== undefined ) {
+
+		for ( b = 0; b < this.geometry.bones.length; b ++ ) {
+
+			gbone = this.geometry.bones[ b ];
+
+			p = gbone.pos;
+			q = gbone.rotq;
+			s = gbone.scl;
+
+			bone = this.addBone();
+
+			bone.name = gbone.name;
+			bone.position.set( p[0], p[1], p[2] );
+			bone.quaternion.set( q[0], q[1], q[2], q[3] );
+			bone.useQuaternion = true;
+
+			if ( s !== undefined ) {
+
+				bone.scale.set( s[0], s[1], s[2] );
+
+			} else {
+
+				bone.scale.set( 1, 1, 1 );
+
+			}
+
+		}
+
+		for ( b = 0; b < this.bones.length; b ++ ) {
+
+			gbone = this.geometry.bones[ b ];
+			bone = this.bones[ b ];
+
+			if ( gbone.parent === -1 ) {
+
+				this.add( bone );
+
+			} else {
+
+				this.bones[ gbone.parent ].add( bone );
+
+			}
+
+		}
+
+		//
+
+		var nBones = this.bones.length;
+
+		if ( this.useVertexTexture ) {
+
+			// layout (1 matrix = 4 pixels)
+			//	RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
+			//  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
+			//  	 16x16 pixel texture max   64 bones (16 * 16 / 4)
+			//  	 32x32 pixel texture max  256 bones (32 * 32 / 4)
+			//  	 64x64 pixel texture max 1024 bones (64 * 64 / 4)
+
+			var size;
+
+			if ( nBones > 256 )
+				size = 64;
+			else if ( nBones > 64 )
+				size = 32;
+			else if ( nBones > 16 )
+				size = 16;
+			else
+				size = 8;
+
+			this.boneTextureWidth = size;
+			this.boneTextureHeight = size;
+
+			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
+			this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
+			this.boneTexture.minFilter = THREE.NearestFilter;
+			this.boneTexture.magFilter = THREE.NearestFilter;
+			this.boneTexture.generateMipmaps = false;
+			this.boneTexture.flipY = false;
+
+		} else {
+
+			this.boneMatrices = new Float32Array( 16 * nBones );
+
+		}
+
+		this.pose();
+
+	}
+
+};
+
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.SkinnedMesh.prototype.addBone = function( bone ) {
+
+	if ( bone === undefined ) {
+
+		bone = new THREE.Bone( this );
+
+	}
+
+	this.bones.push( bone );
+
+	return bone;
+
+};
+
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
+
+	this.matrixAutoUpdate && this.updateMatrix();
+
+	// update matrixWorld
+
+	if ( this.matrixWorldNeedsUpdate || force ) {
+
+		if ( this.parent ) {
+
+			this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
+
+		} else {
+
+			this.matrixWorld.copy( this.matrix );
+
+		}
+
+		this.matrixWorldNeedsUpdate = false;
+
+		force = true;
+
+	}
+
+	// update children
+
+	for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+		var child = this.children[ i ];
+
+		if ( child instanceof THREE.Bone ) {
+
+			child.update( this.identityMatrix, false );
+
+		} else {
+
+			child.updateMatrixWorld( true );
+
+		}
+
+	}
+
+	// make a snapshot of the bones' rest position
+
+	if ( this.boneInverses == undefined ) {
+
+		this.boneInverses = [];
+
+		for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+			var inverse = new THREE.Matrix4();
+
+			inverse.getInverse( this.bones[ b ].skinMatrix );
+
+			this.boneInverses.push( inverse );
+
+		}
+
+	}
+
+	// flatten bone matrices to array
+
+	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+		// compute the offset between the current and the original transform;
+
+		//TODO: we could get rid of this multiplication step if the skinMatrix
+		// was already representing the offset; however, this requires some
+		// major changes to the animation system
+
+		THREE.SkinnedMesh.offsetMatrix.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
+
+		THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
+
+	}
+
+	if ( this.useVertexTexture ) {
+
+		this.boneTexture.needsUpdate = true;
+
+	}
+
+};
+
+THREE.SkinnedMesh.prototype.pose = function() {
+
+	this.updateMatrixWorld( true );
+
+	for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
+
+		// normalize weights
+
+		var sw = this.geometry.skinWeights[ i ];
+
+		var scale = 1.0 / sw.lengthManhattan();
+
+		if ( scale !== Infinity ) {
+
+			sw.multiplyScalar( scale );
+
+		} else {
+
+			sw.set( 1 ); // this will be normalized by the shader anyway
+
+		}
+
+	}
+
+};
+
+THREE.SkinnedMesh.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
+
+	THREE.Mesh.prototype.clone.call( this, object );
+
+	return object;
+
+};
+
+THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphAnimMesh = function ( geometry, material ) {
+
+	THREE.Mesh.call( this, geometry, material );
+
+	// API
+
+	this.duration = 1000; // milliseconds
+	this.mirroredLoop = false;
+	this.time = 0;
+
+	// internals
+
+	this.lastKeyframe = 0;
+	this.currentKeyframe = 0;
+
+	this.direction = 1;
+	this.directionBackwards = false;
+
+	this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
+
+};
+
+THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
+
+	this.startKeyframe = start;
+	this.endKeyframe = end;
+
+	this.length = this.endKeyframe - this.startKeyframe + 1;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
+
+	this.direction = 1;
+	this.directionBackwards = false;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
+
+	this.direction = -1;
+	this.directionBackwards = true;
+
+};
+
+THREE.MorphAnimMesh.prototype.parseAnimations = function () {
+
+	var geometry = this.geometry;
+
+	if ( ! geometry.animations ) geometry.animations = {};
+
+	var firstAnimation, animations = geometry.animations;
+
+	var pattern = /([a-z]+)(\d+)/;
+
+	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+		var morph = geometry.morphTargets[ i ];
+		var parts = morph.name.match( pattern );
+
+		if ( parts && parts.length > 1 ) {
+
+			var label = parts[ 1 ];
+			var num = parts[ 2 ];
+
+			if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
+
+			var animation = animations[ label ];
+
+			if ( i < animation.start ) animation.start = i;
+			if ( i > animation.end ) animation.end = i;
+
+			if ( ! firstAnimation ) firstAnimation = label;
+
+		}
+
+	}
+
+	geometry.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
+
+	if ( ! this.geometry.animations ) this.geometry.animations = {};
+
+	this.geometry.animations[ label ] = { start: start, end: end };
+
+};
+
+THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
+
+	var animation = this.geometry.animations[ label ];
+
+	if ( animation ) {
+
+		this.setFrameRange( animation.start, animation.end );
+		this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
+		this.time = 0;
+
+	} else {
+
+		console.warn( "animation[" + label + "] undefined" );
+
+	}
+
+};
+
+THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
+
+	var frameTime = this.duration / this.length;
+
+	this.time += this.direction * delta;
+
+	if ( this.mirroredLoop ) {
+
+		if ( this.time > this.duration || this.time < 0 ) {
+
+			this.direction *= -1;
+
+			if ( this.time > this.duration ) {
+
+				this.time = this.duration;
+				this.directionBackwards = true;
+
+			}
+
+			if ( this.time < 0 ) {
+
+				this.time = 0;
+				this.directionBackwards = false;
+
+			}
+
+		}
+
+	} else {
+
+		this.time = this.time % this.duration;
+
+		if ( this.time < 0 ) this.time += this.duration;
+
+	}
+
+	var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
+
+	if ( keyframe !== this.currentKeyframe ) {
+
+		this.morphTargetInfluences[ this.lastKeyframe ] = 0;
+		this.morphTargetInfluences[ this.currentKeyframe ] = 1;
+
+		this.morphTargetInfluences[ keyframe ] = 0;
+
+		this.lastKeyframe = this.currentKeyframe;
+		this.currentKeyframe = keyframe;
+
+	}
+
+	var mix = ( this.time % frameTime ) / frameTime;
+
+	if ( this.directionBackwards ) {
+
+		mix = 1 - mix;
+
+	}
+
+	this.morphTargetInfluences[ this.currentKeyframe ] = mix;
+	this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
+
+};
+
+THREE.MorphAnimMesh.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
+
+	object.duration = this.duration;
+	object.mirroredLoop = this.mirroredLoop;
+	object.time = this.time;
+
+	object.lastKeyframe = this.lastKeyframe;
+	object.currentKeyframe = this.currentKeyframe;
+
+	object.direction = this.direction;
+	object.directionBackwards = this.directionBackwards;
+
+	THREE.Mesh.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Ribbon = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = material;
+
+};
+
+THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Ribbon.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LOD = function () {
+
+	THREE.Object3D.call( this );
+
+	this.LODs = [];
+
+};
+
+
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
+
+	if ( visibleAtDistance === undefined ) {
+
+		visibleAtDistance = 0;
+
+	}
+
+	visibleAtDistance = Math.abs( visibleAtDistance );
+
+	for ( var l = 0; l < this.LODs.length; l ++ ) {
+
+		if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
+
+			break;
+
+		}
+
+	}
+
+	this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
+	this.add( object3D );
+
+};
+
+THREE.LOD.prototype.update = function ( camera ) {
+
+	if ( this.LODs.length > 1 ) {
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		var inverse  = camera.matrixWorldInverse;
+		var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
+
+		this.LODs[ 0 ].object3D.visible = true;
+
+		for ( var l = 1; l < this.LODs.length; l ++ ) {
+
+			if( distance >= this.LODs[ l ].visibleAtDistance ) {
+
+				this.LODs[ l - 1 ].object3D.visible = false;
+				this.LODs[ l     ].object3D.visible = true;
+
+			} else {
+
+				break;
+
+			}
+
+		}
+
+		for( ; l < this.LODs.length; l ++ ) {
+
+			this.LODs[ l ].object3D.visible = false;
+
+		}
+
+	}
+
+};
+
+THREE.LOD.prototype.clone = function () {
+
+	// TODO
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Sprite = function ( parameters ) {
+
+	THREE.Object3D.call( this );
+
+	parameters = parameters || {};
+
+	this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff );
+	this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture();
+
+	this.blending = ( parameters.blending !== undefined ) ? parameters.blending : THREE.NormalBlending;
+
+	this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor;
+	this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor;
+	this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation;
+
+	this.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true;
+	this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates;
+	this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates;
+	this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance;
+	this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center.clone();
+
+	this.fog = ( parameters.fog !== undefined ) ? parameters.fog : false;
+
+	this.rotation3d = this.rotation;
+	this.rotation = 0;
+	this.opacity = 1;
+
+	this.uvOffset = new THREE.Vector2( 0, 0 );
+	this.uvScale  = new THREE.Vector2( 1, 1 );
+
+};
+
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
+
+/*
+ * Custom update matrix
+ */
+
+THREE.Sprite.prototype.updateMatrix = function () {
+
+	this.matrix.setPosition( this.position );
+
+	this.rotation3d.set( 0, 0, this.rotation );
+	this.matrix.setRotationFromEuler( this.rotation3d );
+
+	if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
+
+		this.matrix.scale( this.scale );
+		this.boundRadiusScale = Math.max( this.scale.x, this.scale.y );
+
+	}
+
+	this.matrixWorldNeedsUpdate = true;
+
+};
+
+THREE.Sprite.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Sprite( {} );
+
+	object.color.copy( this.color );
+	object.map = this.map;
+	object.blending = this.blending;
+
+	object.useScreenCoordinates = this.useScreenCoordinates;
+	object.mergeWith3D = this.mergeWith3D;
+	object.affectedByDistance = this.affectedByDistance;
+	object.scaleByViewport = this.scaleByViewport;
+	object.alignment = this.alignment;
+
+	object.fog = this.fog;
+
+	object.rotation3d.copy( this.rotation3d );
+	object.rotation = this.rotation;
+	object.opacity = this.opacity;
+
+	object.uvOffset.copy( this.uvOffset );
+	object.uvScale.copy( this.uvScale);
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+
+/*
+ * Alignment
+ */
+
+THREE.SpriteAlignment = {};
+THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
+THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
+THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
+THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
+THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
+THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
+THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
+THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
+THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Scene = function () {
+
+	THREE.Object3D.call( this );
+
+	this.fog = null;
+	this.overrideMaterial = null;
+
+	this.matrixAutoUpdate = false;
+
+	this.__objects = [];
+	this.__lights = [];
+
+	this.__objectsAdded = [];
+	this.__objectsRemoved = [];
+
+};
+
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Scene.prototype.__addObject = function ( object ) {
+
+	if ( object instanceof THREE.Light ) {
+
+		if ( this.__lights.indexOf( object ) === - 1 ) {
+
+			this.__lights.push( object );
+
+		}
+
+		if ( object.target && object.target.parent === undefined ) {
+
+			this.add( object.target );
+
+		}
+
+	} else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
+
+		if ( this.__objects.indexOf( object ) === - 1 ) {
+
+			this.__objects.push( object );
+			this.__objectsAdded.push( object );
+
+			// check if previously removed
+
+			var i = this.__objectsRemoved.indexOf( object );
+
+			if ( i !== -1 ) {
+
+				this.__objectsRemoved.splice( i, 1 );
+
+			}
+
+		}
+
+	}
+
+	for ( var c = 0; c < object.children.length; c ++ ) {
+
+		this.__addObject( object.children[ c ] );
+
+	}
+
+};
+
+THREE.Scene.prototype.__removeObject = function ( object ) {
+
+	if ( object instanceof THREE.Light ) {
+
+		var i = this.__lights.indexOf( object );
+
+		if ( i !== -1 ) {
+
+			this.__lights.splice( i, 1 );
+
+		}
+
+	} else if ( !( object instanceof THREE.Camera ) ) {
+
+		var i = this.__objects.indexOf( object );
+
+		if( i !== -1 ) {
+
+			this.__objects.splice( i, 1 );
+			this.__objectsRemoved.push( object );
+
+			// check if previously added
+
+			var ai = this.__objectsAdded.indexOf( object );
+
+			if ( ai !== -1 ) {
+
+				this.__objectsAdded.splice( ai, 1 );
+
+			}
+
+		}
+
+	}
+
+	for ( var c = 0; c < object.children.length; c ++ ) {
+
+		this.__removeObject( object.children[ c ] );
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Fog = function ( hex, near, far ) {
+
+	this.name = '';
+
+	this.color = new THREE.Color( hex );
+
+	this.near = ( near !== undefined ) ? near : 1;
+	this.far = ( far !== undefined ) ? far : 1000;
+
+};
+
+THREE.Fog.prototype.clone = function () {
+
+	return new THREE.Fog( this.color.getHex(), this.near, this.far );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.FogExp2 = function ( hex, density ) {
+
+	this.name = '';
+	this.color = new THREE.Color( hex );
+	this.density = ( density !== undefined ) ? density : 0.00025;
+
+};
+
+THREE.FogExp2.prototype.clone = function () {
+
+	return new THREE.FogExp2( this.color.getHex(), this.density );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CanvasRenderer = function ( parameters ) {
+
+	console.log( 'THREE.CanvasRenderer', THREE.REVISION );
+
+	parameters = parameters || {};
+
+	var _this = this,
+	_renderData, _elements, _lights,
+	_projector = new THREE.Projector(),
+
+	_canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+
+	_canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
+	_context = _canvas.getContext( '2d' ),
+
+	_clearColor = new THREE.Color( 0x000000 ),
+	_clearOpacity = 0,
+
+	_contextGlobalAlpha = 1,
+	_contextGlobalCompositeOperation = 0,
+	_contextStrokeStyle = null,
+	_contextFillStyle = null,
+	_contextLineWidth = null,
+	_contextLineCap = null,
+	_contextLineJoin = null,
+
+	_v1, _v2, _v3, _v4,
+	_v5 = new THREE.RenderableVertex(),
+	_v6 = new THREE.RenderableVertex(),
+
+	_v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
+	_v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
+
+	_color = new THREE.Color(),
+	_color1 = new THREE.Color(),
+	_color2 = new THREE.Color(),
+	_color3 = new THREE.Color(),
+	_color4 = new THREE.Color(),
+
+	_diffuseColor = new THREE.Color(),
+	_emissiveColor = new THREE.Color(),
+
+	_patterns = {}, _imagedatas = {},
+
+	_near, _far,
+
+	_image, _uvs,
+	_uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
+
+	_clipRect = new THREE.Rectangle(),
+	_clearRect = new THREE.Rectangle(),
+	_bboxRect = new THREE.Rectangle(),
+
+	_enableLighting = false,
+	_ambientLight = new THREE.Color(),
+	_directionalLights = new THREE.Color(),
+	_pointLights = new THREE.Color(),
+
+	_pi2 = Math.PI * 2,
+	_vector3 = new THREE.Vector3(), // Needed for PointLight
+
+	_pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
+	_gradientMap, _gradientMapContext, _gradientMapQuality = 16;
+
+	_pixelMap = document.createElement( 'canvas' );
+	_pixelMap.width = _pixelMap.height = 2;
+
+	_pixelMapContext = _pixelMap.getContext( '2d' );
+	_pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
+	_pixelMapContext.fillRect( 0, 0, 2, 2 );
+
+	_pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
+	_pixelMapData = _pixelMapImage.data;
+
+	_gradientMap = document.createElement( 'canvas' );
+	_gradientMap.width = _gradientMap.height = _gradientMapQuality;
+
+	_gradientMapContext = _gradientMap.getContext( '2d' );
+	_gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
+	_gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
+
+	_gradientMapQuality --; // Fix UVs
+
+	this.domElement = _canvas;
+
+	this.autoClear = true;
+	this.sortObjects = true;
+	this.sortElements = true;
+
+	this.info = {
+
+		render: {
+
+			vertices: 0,
+			faces: 0
+
+		}
+
+	}
+
+	this.setSize = function ( width, height ) {
+
+		_canvasWidth = width;
+		_canvasHeight = height;
+		_canvasWidthHalf = Math.floor( _canvasWidth / 2 );
+		_canvasHeightHalf = Math.floor( _canvasHeight / 2 );
+
+		_canvas.width = _canvasWidth;
+		_canvas.height = _canvasHeight;
+
+		_clipRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
+		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
+
+		_contextGlobalAlpha = 1;
+		_contextGlobalCompositeOperation = 0;
+		_contextStrokeStyle = null;
+		_contextFillStyle = null;
+		_contextLineWidth = null;
+		_contextLineCap = null;
+		_contextLineJoin = null;
+
+	};
+
+	this.setClearColor = function ( color, opacity ) {
+
+		_clearColor.copy( color );
+		_clearOpacity = opacity !== undefined ? opacity : 1;
+
+		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
+
+	};
+
+	this.setClearColorHex = function ( hex, opacity ) {
+
+		_clearColor.setHex( hex );
+		_clearOpacity = opacity !== undefined ? opacity : 1;
+
+		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
+
+	};
+
+	this.getMaxAnisotropy  = function () {
+
+		return 0;
+
+	};
+
+	this.clear = function () {
+
+		_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+		if ( _clearRect.isEmpty() === false ) {
+
+			_clearRect.minSelf( _clipRect );
+			_clearRect.inflate( 2 );
+
+			if ( _clearOpacity < 1 ) {
+
+				_context.clearRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) );
+
+			}
+
+			if ( _clearOpacity > 0 ) {
+
+				setBlending( THREE.NormalBlending );
+				setOpacity( 1 );
+
+				setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );
+
+				_context.fillRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) );
+
+			}
+
+			_clearRect.empty();
+
+		}
+
+
+	};
+
+	this.render = function ( scene, camera ) {
+
+		if ( camera instanceof THREE.Camera === false ) {
+
+			console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
+			return;
+
+		}
+
+		var e, el, element, material;
+
+		this.autoClear === true
+			? this.clear()
+			: _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+		_this.info.render.vertices = 0;
+		_this.info.render.faces = 0;
+
+		_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
+		_elements = _renderData.elements;
+		_lights = _renderData.lights;
+
+		/* DEBUG
+		_context.fillStyle = 'rgba( 0, 255, 255, 0.5 )';
+		_context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() );
+		*/
+
+		_enableLighting = _lights.length > 0;
+
+		if ( _enableLighting === true ) {
+
+			 calculateLights();
+
+		}
+
+		for ( e = 0, el = _elements.length; e < el; e++ ) {
+
+			element = _elements[ e ];
+
+			material = element.material;
+
+			if ( material === undefined || material.visible === false ) continue;
+
+			_bboxRect.empty();
+
+			if ( element instanceof THREE.RenderableParticle ) {
+
+				_v1 = element;
+				_v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
+
+				renderParticle( _v1, element, material, scene );
+
+			} else if ( element instanceof THREE.RenderableLine ) {
+
+				_v1 = element.v1; _v2 = element.v2;
+
+				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+
+				_bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y );
+				_bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y );
+
+				if ( _clipRect.intersects( _bboxRect ) === true ) {
+
+					renderLine( _v1, _v2, element, material, scene );
+
+				}
+
+
+			} else if ( element instanceof THREE.RenderableFace3 ) {
+
+				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
+
+				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
+
+				if ( material.overdraw === true ) {
+
+					expand( _v1.positionScreen, _v2.positionScreen );
+					expand( _v2.positionScreen, _v3.positionScreen );
+					expand( _v3.positionScreen, _v1.positionScreen );
+
+				}
+
+				_bboxRect.add3Points( _v1.positionScreen.x, _v1.positionScreen.y,
+						      _v2.positionScreen.x, _v2.positionScreen.y,
+						      _v3.positionScreen.x, _v3.positionScreen.y );
+
+				if ( _clipRect.intersects( _bboxRect ) === true ) {
+
+					renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene );
+
+				}
+
+			} else if ( element instanceof THREE.RenderableFace4 ) {
+
+				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
+
+				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
+				_v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
+
+				_v5.positionScreen.copy( _v2.positionScreen );
+				_v6.positionScreen.copy( _v4.positionScreen );
+
+				if ( material.overdraw === true ) {
+
+					expand( _v1.positionScreen, _v2.positionScreen );
+					expand( _v2.positionScreen, _v4.positionScreen );
+					expand( _v4.positionScreen, _v1.positionScreen );
+
+					expand( _v3.positionScreen, _v5.positionScreen );
+					expand( _v3.positionScreen, _v6.positionScreen );
+
+				}
+
+				_bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y );
+				_bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y );
+				_bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y );
+				_bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y );
+
+				if ( _clipRect.intersects( _bboxRect ) === true ) {
+
+					renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );
+
+				}
+
+			}
+
+			/* DEBUG
+			_context.lineWidth = 1;
+			_context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )';
+			_context.strokeRect( _bboxRect.getX(), _bboxRect.getY(), _bboxRect.getWidth(), _bboxRect.getHeight() );
+			*/
+
+			_clearRect.addRectangle( _bboxRect );
+
+
+		}
+
+		/* DEBUG
+		_context.lineWidth = 1;
+		_context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )';
+		_context.strokeRect( _clearRect.getX(), _clearRect.getY(), _clearRect.getWidth(), _clearRect.getHeight() );
+		*/
+
+		_context.setTransform( 1, 0, 0, 1, 0, 0 );
+
+		//
+
+		function calculateLights() {
+
+			_ambientLight.setRGB( 0, 0, 0 );
+			_directionalLights.setRGB( 0, 0, 0 );
+			_pointLights.setRGB( 0, 0, 0 );
+
+			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
+
+				var light = _lights[ l ];
+				var lightColor = light.color;
+
+				if ( light instanceof THREE.AmbientLight ) {
+
+					_ambientLight.r += lightColor.r;
+					_ambientLight.g += lightColor.g;
+					_ambientLight.b += lightColor.b;
+
+				} else if ( light instanceof THREE.DirectionalLight ) {
+
+					// for particles
+
+					_directionalLights.r += lightColor.r;
+					_directionalLights.g += lightColor.g;
+					_directionalLights.b += lightColor.b;
+
+				} else if ( light instanceof THREE.PointLight ) {
+
+					// for particles
+
+					_pointLights.r += lightColor.r;
+					_pointLights.g += lightColor.g;
+					_pointLights.b += lightColor.b;
+
+				}
+
+			}
+
+		}
+
+		function calculateLight( position, normal, color ) {
+
+			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
+
+				var light = _lights[ l ];
+				var lightColor = light.color;
+
+				if ( light instanceof THREE.DirectionalLight ) {
+
+					var lightPosition = light.matrixWorld.getPosition().normalize();
+
+					var amount = normal.dot( lightPosition );
+
+					if ( amount <= 0 ) continue;
+
+					amount *= light.intensity;
+
+					color.r += lightColor.r * amount;
+					color.g += lightColor.g * amount;
+					color.b += lightColor.b * amount;
+
+				} else if ( light instanceof THREE.PointLight ) {
+
+					var lightPosition = light.matrixWorld.getPosition();
+
+					var amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() );
+
+					if ( amount <= 0 ) continue;
+
+					amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
+
+					if ( amount == 0 ) continue;
+
+					amount *= light.intensity;
+
+					color.r += lightColor.r * amount;
+					color.g += lightColor.g * amount;
+					color.b += lightColor.b * amount;
+
+				}
+
+			}
+
+		}
+
+		function renderParticle( v1, element, material, scene ) {
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			var width, height, scaleX, scaleY,
+			bitmap, bitmapWidth, bitmapHeight;
+
+			if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+				if ( material.map === null ) {
+
+					scaleX = element.object.scale.x;
+					scaleY = element.object.scale.y;
+
+					// TODO: Be able to disable this
+
+					scaleX *= element.scale.x * _canvasWidthHalf;
+					scaleY *= element.scale.y * _canvasHeightHalf;
+
+					_bboxRect.set( v1.x - scaleX, v1.y - scaleY, v1.x  + scaleX, v1.y + scaleY );
+
+					if ( _clipRect.intersects( _bboxRect ) === false ) {
+
+						return;
+
+					}
+
+					setFillStyle( material.color.getContextStyle() );
+
+					_context.save();
+					_context.translate( v1.x, v1.y );
+					_context.rotate( - element.rotation );
+					_context.scale( scaleX, scaleY );
+					_context.fillRect( -1, -1, 2, 2 );
+					_context.restore();
+
+				} else {
+
+					bitmap = material.map.image;
+					bitmapWidth = bitmap.width >> 1;
+					bitmapHeight = bitmap.height >> 1;
+
+					scaleX = element.scale.x * _canvasWidthHalf;
+					scaleY = element.scale.y * _canvasHeightHalf;
+
+					width = scaleX * bitmapWidth;
+					height = scaleY * bitmapHeight;
+
+					// TODO: Rotations break this...
+
+					_bboxRect.set( v1.x - width, v1.y - height, v1.x  + width, v1.y + height );
+
+					if ( _clipRect.intersects( _bboxRect ) === false ) {
+
+						return;
+
+					}
+
+					_context.save();
+					_context.translate( v1.x, v1.y );
+					_context.rotate( - element.rotation );
+					_context.scale( scaleX, - scaleY );
+
+					_context.translate( - bitmapWidth, - bitmapHeight );
+					_context.drawImage( bitmap, 0, 0 );
+					_context.restore();
+
+				}
+
+				/* DEBUG
+				setStrokeStyle( 'rgb(255,255,0)' );
+				_context.beginPath();
+				_context.moveTo( v1.x - 10, v1.y );
+				_context.lineTo( v1.x + 10, v1.y );
+				_context.moveTo( v1.x, v1.y - 10 );
+				_context.lineTo( v1.x, v1.y + 10 );
+				_context.stroke();
+				*/
+
+			} else if ( material instanceof THREE.ParticleCanvasMaterial ) {
+
+				width = element.scale.x * _canvasWidthHalf;
+				height = element.scale.y * _canvasHeightHalf;
+
+				_bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height );
+
+				if ( _clipRect.intersects( _bboxRect ) === false ) {
+
+					return;
+
+				}
+
+				setStrokeStyle( material.color.getContextStyle() );
+				setFillStyle( material.color.getContextStyle() );
+
+				_context.save();
+				_context.translate( v1.x, v1.y );
+				_context.rotate( - element.rotation );
+				_context.scale( width, height );
+
+				material.program( _context );
+
+				_context.restore();
+
+			}
+
+		}
+
+		function renderLine( v1, v2, element, material, scene ) {
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			_context.beginPath();
+			_context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
+			_context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
+
+			if ( material instanceof THREE.LineBasicMaterial ) {
+
+				setLineWidth( material.linewidth );
+				setLineCap( material.linecap );
+				setLineJoin( material.linejoin );
+				setStrokeStyle( material.color.getContextStyle() );
+
+				_context.stroke();
+				_bboxRect.inflate( material.linewidth * 2 );
+
+			}
+
+		}
+
+		function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) {
+
+			_this.info.render.vertices += 3;
+			_this.info.render.faces ++;
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+
+			drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
+
+			if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null && material.map === null ) {
+
+				_diffuseColor.copy( material.color );
+				_emissiveColor.copy( material.emissive );
+
+				if ( material.vertexColors === THREE.FaceColors ) {
+
+					_diffuseColor.r *= element.color.r;
+					_diffuseColor.g *= element.color.g;
+					_diffuseColor.b *= element.color.b;
+
+				}
+
+				if ( _enableLighting === true ) {
+
+					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
+
+						_color1.r = _color2.r = _color3.r = _ambientLight.r;
+						_color1.g = _color2.g = _color3.g = _ambientLight.g;
+						_color1.b = _color2.b = _color3.b = _ambientLight.b;
+
+						calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
+						calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
+						calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 );
+
+						_color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
+						_color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
+						_color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
+						_color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
+						_color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
+						_color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
+						_color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color4.r = ( _color2.r + _color3.r ) * 0.5;
+						_color4.g = ( _color2.g + _color3.g ) * 0.5;
+						_color4.b = ( _color2.b + _color3.b ) * 0.5;
+
+						_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+						clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+					} else {
+
+						_color.r = _ambientLight.r;
+						_color.g = _ambientLight.g;
+						_color.b = _ambientLight.b;
+
+						calculateLight( element.centroidWorld, element.normalWorld, _color );
+
+						_color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
+						_color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
+						_color.b = _color.b * _diffuseColor.b + _emissiveColor.b;
+
+						material.wireframe === true
+							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+							: fillPath( _color );
+
+					}
+
+				} else {
+
+					material.wireframe === true
+						? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+						: fillPath( material.color );
+
+				}
+
+			} else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+				if ( material.map !== null ) {
+
+					if ( material.map.mapping instanceof THREE.UVMapping ) {
+
+						_uvs = element.uvs[ 0 ];
+						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map );
+
+					}
+
+
+				} else if ( material.envMap !== null ) {
+
+					if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
+
+						var cameraMatrix = camera.matrixWorldInverse;
+
+						_vector3.copy( element.vertexNormalsWorld[ uv1 ] );
+						_uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
+						_uv1y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
+
+						_vector3.copy( element.vertexNormalsWorld[ uv2 ] );
+						_uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
+						_uv2y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
+
+						_vector3.copy( element.vertexNormalsWorld[ uv3 ] );
+						_uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
+						_uv3y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
+
+						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
+
+					}/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
+
+
+
+					}*/
+
+
+				} else {
+
+					_color.copy( material.color );
+
+					if ( material.vertexColors === THREE.FaceColors ) {
+
+						_color.r *= element.color.r;
+						_color.g *= element.color.g;
+						_color.b *= element.color.b;
+
+					}
+
+					material.wireframe === true
+						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+						: fillPath( _color );
+
+				}
+
+			} else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+				_near = camera.near;
+				_far = camera.far;
+
+				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
+				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
+				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
+
+				_color4.r = ( _color2.r + _color3.r ) * 0.5;
+				_color4.g = ( _color2.g + _color3.g ) * 0.5;
+				_color4.b = ( _color2.b + _color3.b ) * 0.5;
+
+				_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+				clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+			} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+				_color.r = normalToComponent( element.normalWorld.x );
+				_color.g = normalToComponent( element.normalWorld.y );
+				_color.b = normalToComponent( element.normalWorld.z );
+
+				material.wireframe === true
+					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+					: fillPath( _color );
+
+			}
+
+		}
+
+		function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) {
+
+			_this.info.render.vertices += 4;
+			_this.info.render.faces ++;
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
+
+				// Let renderFace3() handle this
+
+				renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene );
+				renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene );
+
+				return;
+
+			}
+
+			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+			_v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
+			_v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
+			_v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
+
+			if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+				_diffuseColor.copy( material.color );
+				_emissiveColor.copy( material.emissive );
+
+				if ( material.vertexColors === THREE.FaceColors ) {
+
+					_diffuseColor.r *= element.color.r;
+					_diffuseColor.g *= element.color.g;
+					_diffuseColor.b *= element.color.b;
+
+				}
+
+				if ( _enableLighting === true ) {
+
+					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
+
+						_color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r;
+						_color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g;
+						_color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b;
+
+						calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
+						calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
+						calculateLight( element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 );
+						calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 );
+
+						_color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
+						_color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
+						_color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
+						_color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
+						_color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
+						_color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
+						_color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;
+
+						_color4.r = _color4.r * _diffuseColor.r + _emissiveColor.r;
+						_color4.g = _color4.g * _diffuseColor.g + _emissiveColor.g;
+						_color4.b = _color4.b * _diffuseColor.b + _emissiveColor.b;
+
+						_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+						// TODO: UVs are incorrect, v4->v3?
+
+						drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+						clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+						drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+						clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+					} else {
+
+						_color.r = _ambientLight.r;
+						_color.g = _ambientLight.g;
+						_color.b = _ambientLight.b;
+
+						calculateLight( element.centroidWorld, element.normalWorld, _color );
+
+						_color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
+						_color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
+						_color.b = _color.b * _diffuseColor.b + _emissiveColor.b;
+
+						drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+						material.wireframe === true
+							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+							: fillPath( _color );
+
+					}
+
+				} else {
+
+					_color.r = _diffuseColor.r + _emissiveColor.r;
+					_color.g = _diffuseColor.g + _emissiveColor.g;
+					_color.b = _diffuseColor.b + _emissiveColor.b;
+
+					drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+					material.wireframe === true
+						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+						: fillPath( _color );
+
+				}
+
+			} else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+				_color.copy( material.color );
+
+				if ( material.vertexColors === THREE.FaceColors ) {
+
+					_color.r *= element.color.r;
+					_color.g *= element.color.g;
+					_color.b *= element.color.b;
+
+				}
+
+				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+				material.wireframe === true
+					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+					: fillPath( _color );
+
+			} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+				_color.r = normalToComponent( element.normalWorld.x );
+				_color.g = normalToComponent( element.normalWorld.y );
+				_color.b = normalToComponent( element.normalWorld.z );
+
+				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+				material.wireframe === true
+					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+					: fillPath( _color );
+
+			} else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+				_near = camera.near;
+				_far = camera.far;
+
+				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
+				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
+				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far );
+				_color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
+
+				_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+				// TODO: UVs are incorrect, v4->v3?
+
+				drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+				clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+				drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+				clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+			}
+
+		}
+
+		//
+
+		function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
+
+			_context.beginPath();
+			_context.moveTo( x0, y0 );
+			_context.lineTo( x1, y1 );
+			_context.lineTo( x2, y2 );
+			_context.closePath();
+
+		}
+
+		function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
+
+			_context.beginPath();
+			_context.moveTo( x0, y0 );
+			_context.lineTo( x1, y1 );
+			_context.lineTo( x2, y2 );
+			_context.lineTo( x3, y3 );
+			_context.closePath();
+
+		}
+
+		function strokePath( color, linewidth, linecap, linejoin ) {
+
+			setLineWidth( linewidth );
+			setLineCap( linecap );
+			setLineJoin( linejoin );
+			setStrokeStyle( color.getContextStyle() );
+
+			_context.stroke();
+
+			_bboxRect.inflate( linewidth * 2 );
+
+		}
+
+		function fillPath( color ) {
+
+			setFillStyle( color.getContextStyle() );
+			_context.fill();
+
+		}
+
+		function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
+
+			if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
+
+			if ( texture.needsUpdate === true ) {
+
+				var repeatX = texture.wrapS == THREE.RepeatWrapping;
+				var repeatY = texture.wrapT == THREE.RepeatWrapping;
+
+				_patterns[ texture.id ] = _context.createPattern(
+					texture.image, repeatX === true && repeatY === true
+						? 'repeat'
+						: repeatX === true && repeatY === false
+							? 'repeat-x'
+							: repeatX === false && repeatY === true
+								? 'repeat-y'
+								: 'no-repeat'
+				);
+
+				texture.needsUpdate = false;
+
+			}
+
+			_patterns[ texture.id ] === undefined
+				? setFillStyle( 'rgba(0,0,0,1)' )
+				: setFillStyle( _patterns[ texture.id ] );
+
+			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+			var a, b, c, d, e, f, det, idet,
+			offsetX = texture.offset.x / texture.repeat.x,
+			offsetY = texture.offset.y / texture.repeat.y,
+			width = texture.image.width * texture.repeat.x,
+			height = texture.image.height * texture.repeat.y;
+
+			u0 = ( u0 + offsetX ) * width;
+			v0 = ( 1.0 - v0 + offsetY ) * height;
+
+			u1 = ( u1 + offsetX ) * width;
+			v1 = ( 1.0 - v1 + offsetY ) * height;
+
+			u2 = ( u2 + offsetX ) * width;
+			v2 = ( 1.0 - v2 + offsetY ) * height;
+
+			x1 -= x0; y1 -= y0;
+			x2 -= x0; y2 -= y0;
+
+			u1 -= u0; v1 -= v0;
+			u2 -= u0; v2 -= v0;
+
+			det = u1 * v2 - u2 * v1;
+
+			if ( det === 0 ) {
+
+				if ( _imagedatas[ texture.id ] === undefined ) {
+
+					var canvas = document.createElement( 'canvas' )
+					canvas.width = texture.image.width;
+					canvas.height = texture.image.height;
+
+					var context = canvas.getContext( '2d' );
+					context.drawImage( texture.image, 0, 0 );
+
+					_imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
+
+				}
+
+				var data = _imagedatas[ texture.id ];
+				var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
+
+				_color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
+				fillPath( _color );
+
+				return;
+
+			}
+
+			idet = 1 / det;
+
+			a = ( v2 * x1 - v1 * x2 ) * idet;
+			b = ( v2 * y1 - v1 * y2 ) * idet;
+			c = ( u1 * x2 - u2 * x1 ) * idet;
+			d = ( u1 * y2 - u2 * y1 ) * idet;
+
+			e = x0 - a * u0 - c * v0;
+			f = y0 - b * u0 - d * v0;
+
+			_context.save();
+			_context.transform( a, b, c, d, e, f );
+			_context.fill();
+			_context.restore();
+
+		}
+
+		function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
+
+			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+			var a, b, c, d, e, f, det, idet,
+			width = image.width - 1,
+			height = image.height - 1;
+
+			u0 *= width; v0 *= height;
+			u1 *= width; v1 *= height;
+			u2 *= width; v2 *= height;
+
+			x1 -= x0; y1 -= y0;
+			x2 -= x0; y2 -= y0;
+
+			u1 -= u0; v1 -= v0;
+			u2 -= u0; v2 -= v0;
+
+			det = u1 * v2 - u2 * v1;
+
+			idet = 1 / det;
+
+			a = ( v2 * x1 - v1 * x2 ) * idet;
+			b = ( v2 * y1 - v1 * y2 ) * idet;
+			c = ( u1 * x2 - u2 * x1 ) * idet;
+			d = ( u1 * y2 - u2 * y1 ) * idet;
+
+			e = x0 - a * u0 - c * v0;
+			f = y0 - b * u0 - d * v0;
+
+			_context.save();
+			_context.transform( a, b, c, d, e, f );
+			_context.clip();
+			_context.drawImage( image, 0, 0 );
+			_context.restore();
+
+		}
+
+		function getGradientTexture( color1, color2, color3, color4 ) {
+
+			// http://mrdoob.com/blog/post/710
+
+			_pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
+			_pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
+			_pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
+
+			_pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
+			_pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
+			_pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
+
+			_pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
+			_pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
+			_pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
+
+			_pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
+			_pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
+			_pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
+
+			_pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
+			_gradientMapContext.drawImage( _pixelMap, 0, 0 );
+
+			return _gradientMap;
+
+		}
+
+		function smoothstep( value, min, max ) {
+
+			var x = ( value - min ) / ( max - min );
+			return x * x * ( 3 - 2 * x );
+
+		}
+
+		function normalToComponent( normal ) {
+
+			var component = ( normal + 1 ) * 0.5;
+			return component < 0 ? 0 : ( component > 1 ? 1 : component );
+
+		}
+
+		// Hide anti-alias gaps
+
+		function expand( v1, v2 ) {
+
+			var x = v2.x - v1.x, y =  v2.y - v1.y,
+			det = x * x + y * y, idet;
+
+			if ( det === 0 ) return;
+
+			idet = 1 / Math.sqrt( det );
+
+			x *= idet; y *= idet;
+
+			v2.x += x; v2.y += y;
+			v1.x -= x; v1.y -= y;
+
+		}
+	};
+
+	// Context cached methods.
+
+	function setOpacity( value ) {
+
+		if ( _contextGlobalAlpha !== value ) {
+
+			_context.globalAlpha = value;
+			_contextGlobalAlpha = value;
+
+		}
+
+	}
+
+	function setBlending( value ) {
+
+		if ( _contextGlobalCompositeOperation !== value ) {
+
+			if ( value === THREE.NormalBlending ) {
+
+				_context.globalCompositeOperation = 'source-over';
+
+			} else if ( value === THREE.AdditiveBlending ) {
+
+				_context.globalCompositeOperation = 'lighter';
+
+			} else if ( value === THREE.SubtractiveBlending ) {
+
+				_context.globalCompositeOperation = 'darker';
+
+			}
+
+			_contextGlobalCompositeOperation = value;
+
+		}
+
+	}
+
+	function setLineWidth( value ) {
+
+		if ( _contextLineWidth !== value ) {
+
+			_context.lineWidth = value;
+			_contextLineWidth = value;
+
+		}
+
+	}
+
+	function setLineCap( value ) {
+
+		// "butt", "round", "square"
+
+		if ( _contextLineCap !== value ) {
+
+			_context.lineCap = value;
+			_contextLineCap = value;
+
+		}
+
+	}
+
+	function setLineJoin( value ) {
+
+		// "round", "bevel", "miter"
+
+		if ( _contextLineJoin !== value ) {
+
+			_context.lineJoin = value;
+			_contextLineJoin = value;
+
+		}
+
+	}
+
+	function setStrokeStyle( value ) {
+
+		if ( _contextStrokeStyle !== value ) {
+
+			_context.strokeStyle = value;
+			_contextStrokeStyle = value;
+
+		}
+
+	}
+
+	function setFillStyle( value ) {
+
+		if ( _contextFillStyle !== value ) {
+
+			_context.fillStyle = value;
+			_contextFillStyle = value;
+
+		}
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.ShaderChunk = {
+
+	// FOG
+
+	fog_pars_fragment: [
+
+		"#ifdef USE_FOG",
+
+			"uniform vec3 fogColor;",
+
+			"#ifdef FOG_EXP2",
+
+				"uniform float fogDensity;",
+
+			"#else",
+
+				"uniform float fogNear;",
+				"uniform float fogFar;",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	fog_fragment: [
+
+		"#ifdef USE_FOG",
+
+			"float depth = gl_FragCoord.z / gl_FragCoord.w;",
+
+			"#ifdef FOG_EXP2",
+
+				"const float LOG2 = 1.442695;",
+				"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
+				"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+
+			"#else",
+
+				"float fogFactor = smoothstep( fogNear, fogFar, depth );",
+
+			"#endif",
+
+			"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+
+		"#endif"
+
+	].join("\n"),
+
+	// ENVIRONMENT MAP
+
+	envmap_pars_fragment: [
+
+		"#ifdef USE_ENVMAP",
+
+			"uniform float reflectivity;",
+			"uniform samplerCube envMap;",
+			"uniform float flipEnvMap;",
+			"uniform int combine;",
+
+			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+				"uniform bool useRefract;",
+				"uniform float refractionRatio;",
+
+			"#else",
+
+				"varying vec3 vReflect;",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	envmap_fragment: [
+
+		"#ifdef USE_ENVMAP",
+
+			"vec3 reflectVec;",
+
+			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+				"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+				"if ( useRefract ) {",
+
+					"reflectVec = refract( cameraToVertex, normal, refractionRatio );",
+
+				"} else { ",
+
+					"reflectVec = reflect( cameraToVertex, normal );",
+
+				"}",
+
+			"#else",
+
+				"reflectVec = vReflect;",
+
+			"#endif",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+				"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+			"#else",
+
+				"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+			"#endif",
+
+			"#ifdef GAMMA_INPUT",
+
+				"cubeColor.xyz *= cubeColor.xyz;",
+
+			"#endif",
+
+			"if ( combine == 1 ) {",
+
+				"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
+
+			"} else if ( combine == 2 ) {",
+
+				"gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
+
+			"} else {",
+
+				"gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	envmap_pars_vertex: [
+
+		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
+
+			"varying vec3 vReflect;",
+
+			"uniform float refractionRatio;",
+			"uniform bool useRefract;",
+
+		"#endif"
+
+	].join("\n"),
+
+	worldpos_vertex : [
+
+		"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
+
+			"#ifdef USE_SKINNING",
+
+				"vec4 worldPosition = modelMatrix * skinned;",
+
+			"#endif",
+
+			"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
+
+				"vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
+
+			"#endif",
+
+			"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
+
+				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	envmap_vertex : [
+
+		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
+
+			"vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
+			"worldNormal = normalize( worldNormal );",
+
+			"vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
+
+			"if ( useRefract ) {",
+
+				"vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
+
+			"} else {",
+
+				"vReflect = reflect( cameraToVertex, worldNormal );",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	// COLOR MAP (particles)
+
+	map_particle_pars_fragment: [
+
+		"#ifdef USE_MAP",
+
+			"uniform sampler2D map;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	map_particle_fragment: [
+
+		"#ifdef USE_MAP",
+
+			"gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
+
+		"#endif"
+
+	].join("\n"),
+
+	// COLOR MAP (triangles)
+
+	map_pars_vertex: [
+
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+			"varying vec2 vUv;",
+			"uniform vec4 offsetRepeat;",
+
+		"#endif"
+
+	].join("\n"),
+
+	map_pars_fragment: [
+
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+			"varying vec2 vUv;",
+
+		"#endif",
+
+		"#ifdef USE_MAP",
+
+			"uniform sampler2D map;",
+
+		"#endif",
+
+	].join("\n"),
+
+	map_vertex: [
+
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+			"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
+
+		"#endif"
+
+	].join("\n"),
+
+	map_fragment: [
+
+		"#ifdef USE_MAP",
+
+			"#ifdef GAMMA_INPUT",
+
+				"vec4 texelColor = texture2D( map, vUv );",
+				"texelColor.xyz *= texelColor.xyz;",
+
+				"gl_FragColor = gl_FragColor * texelColor;",
+
+			"#else",
+
+				"gl_FragColor = gl_FragColor * texture2D( map, vUv );",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	// LIGHT MAP
+
+	lightmap_pars_fragment: [
+
+		"#ifdef USE_LIGHTMAP",
+
+			"varying vec2 vUv2;",
+			"uniform sampler2D lightMap;",
+
+		"#endif"
+
+	].join("\n"),
+
+	lightmap_pars_vertex: [
+
+		"#ifdef USE_LIGHTMAP",
+
+			"varying vec2 vUv2;",
+
+		"#endif"
+
+	].join("\n"),
+
+	lightmap_fragment: [
+
+		"#ifdef USE_LIGHTMAP",
+
+			"gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
+
+		"#endif"
+
+	].join("\n"),
+
+	lightmap_vertex: [
+
+		"#ifdef USE_LIGHTMAP",
+
+			"vUv2 = uv2;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// BUMP MAP
+
+	bumpmap_pars_fragment: [
+
+		"#ifdef USE_BUMPMAP",
+
+			"uniform sampler2D bumpMap;",
+			"uniform float bumpScale;",
+
+			// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
+			//	http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
+
+			// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
+
+			"vec2 dHdxy_fwd() {",
+
+				"vec2 dSTdx = dFdx( vUv );",
+				"vec2 dSTdy = dFdy( vUv );",
+
+				"float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
+				"float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
+				"float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
+
+				"return vec2( dBx, dBy );",
+
+			"}",
+
+			"vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
+
+				"vec3 vSigmaX = dFdx( surf_pos );",
+				"vec3 vSigmaY = dFdy( surf_pos );",
+				"vec3 vN = surf_norm;",		// normalized
+
+				"vec3 R1 = cross( vSigmaY, vN );",
+				"vec3 R2 = cross( vN, vSigmaX );",
+
+				"float fDet = dot( vSigmaX, R1 );",
+
+				"vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
+				"return normalize( abs( fDet ) * surf_norm - vGrad );",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	// NORMAL MAP
+
+	normalmap_pars_fragment: [
+
+		"#ifdef USE_NORMALMAP",
+
+			"uniform sampler2D normalMap;",
+			"uniform vec2 normalScale;",
+
+			// Per-Pixel Tangent Space Normal Mapping
+			// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
+
+			"vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
+
+				"vec3 q0 = dFdx( eye_pos.xyz );",
+				"vec3 q1 = dFdy( eye_pos.xyz );",
+				"vec2 st0 = dFdx( vUv.st );",
+				"vec2 st1 = dFdy( vUv.st );",
+
+				"vec3 S = normalize(  q0 * st1.t - q1 * st0.t );",
+				"vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
+				"vec3 N = normalize( surf_norm );",
+
+				"vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
+				"mapN.xy = normalScale * mapN.xy;",
+				"mat3 tsn = mat3( S, T, N );",
+				"return normalize( tsn * mapN );",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	// SPECULAR MAP
+
+	specularmap_pars_fragment: [
+
+		"#ifdef USE_SPECULARMAP",
+
+			"uniform sampler2D specularMap;",
+
+		"#endif"
+
+	].join("\n"),
+
+	specularmap_fragment: [
+
+		"float specularStrength;",
+
+		"#ifdef USE_SPECULARMAP",
+
+			"vec4 texelSpecular = texture2D( specularMap, vUv );",
+			"specularStrength = texelSpecular.r;",
+
+		"#else",
+
+			"specularStrength = 1.0;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// LIGHTS LAMBERT
+
+	lights_lambert_pars_vertex: [
+
+		"uniform vec3 ambient;",
+		"uniform vec3 diffuse;",
+		"uniform vec3 emissive;",
+
+		"uniform vec3 ambientLightColor;",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+			"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+		"#endif",
+
+		"#ifdef WRAP_AROUND",
+
+			"uniform vec3 wrapRGB;",
+
+		"#endif"
+
+	].join("\n"),
+
+	lights_lambert_vertex: [
+
+		"vLightFront = vec3( 0.0 );",
+
+		"#ifdef DOUBLE_SIDED",
+
+			"vLightBack = vec3( 0.0 );",
+
+		"#endif",
+
+		"transformedNormal = normalize( transformedNormal );",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+		"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+			"vec3 dirVector = normalize( lDirection.xyz );",
+
+			"float dotProduct = dot( transformedNormal, dirVector );",
+			"vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+				"#ifdef WRAP_AROUND",
+
+					"vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+				"#endif",
+
+			"#endif",
+
+			"#ifdef WRAP_AROUND",
+
+				"vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+				"directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
+
+				"#ifdef DOUBLE_SIDED",
+
+					"directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
+
+				"#endif",
+
+			"#endif",
+
+			"vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
+
+			"#endif",
+
+		"}",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+				"float lDistance = 1.0;",
+				"if ( pointLightDistance[ i ] > 0.0 )",
+					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+				"lVector = normalize( lVector );",
+				"float dotProduct = dot( transformedNormal, lVector );",
+
+				"vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+				"#ifdef DOUBLE_SIDED",
+
+					"vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+					"#ifdef WRAP_AROUND",
+
+						"vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+					"#endif",
+
+				"#endif",
+
+				"#ifdef WRAP_AROUND",
+
+					"vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+					"pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
+
+					"#ifdef DOUBLE_SIDED",
+
+						"pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
+
+					"#endif",
+
+				"#endif",
+
+				"vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
+
+				"#ifdef DOUBLE_SIDED",
+
+					"vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
+
+				"if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+					"float lDistance = 1.0;",
+					"if ( spotLightDistance[ i ] > 0.0 )",
+						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+					"lVector = normalize( lVector );",
+
+					"float dotProduct = dot( transformedNormal, lVector );",
+					"vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+					"#ifdef DOUBLE_SIDED",
+
+						"vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+						"#ifdef WRAP_AROUND",
+
+							"vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+						"#endif",
+
+					"#endif",
+
+					"#ifdef WRAP_AROUND",
+
+						"vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+						"spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
+
+						"#ifdef DOUBLE_SIDED",
+
+							"spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
+
+						"#endif",
+
+					"#endif",
+
+					"vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
+
+					"#ifdef DOUBLE_SIDED",
+
+						"vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
+
+					"#endif",
+
+				"}",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+				"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+				"vec3 lVector = normalize( lDirection.xyz );",
+
+				"float dotProduct = dot( transformedNormal, lVector );",
+
+				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+				"float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
+
+				"vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+				"#ifdef DOUBLE_SIDED",
+
+					"vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
+
+		"#ifdef DOUBLE_SIDED",
+
+			"vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// LIGHTS PHONG
+
+	lights_phong_pars_vertex: [
+
+		"#ifndef PHONG_PER_PIXEL",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+			"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+			"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+		"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+			"varying vec3 vWorldPosition;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	lights_phong_vertex: [
+
+		"#ifndef PHONG_PER_PIXEL",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+				"float lDistance = 1.0;",
+				"if ( pointLightDistance[ i ] > 0.0 )",
+					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+				"vPointLight[ i ] = vec4( lVector, lDistance );",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+				"float lDistance = 1.0;",
+				"if ( spotLightDistance[ i ] > 0.0 )",
+					"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+				"vSpotLight[ i ] = vec4( lVector, lDistance );",
+
+			"}",
+
+		"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+			"vWorldPosition = worldPosition.xyz;",
+
+		"#endif"
+
+	].join("\n"),
+
+	lights_phong_pars_fragment: [
+
+		"uniform vec3 ambientLightColor;",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+			"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+
+			"#ifdef PHONG_PER_PIXEL",
+
+				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+			"#else",
+
+				"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+			"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+			"#ifdef PHONG_PER_PIXEL",
+
+				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+			"#else",
+
+				"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+			"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+			"varying vec3 vWorldPosition;",
+
+		"#endif",
+
+		"#ifdef WRAP_AROUND",
+
+			"uniform vec3 wrapRGB;",
+
+		"#endif",
+
+		"varying vec3 vViewPosition;",
+		"varying vec3 vNormal;"
+
+	].join("\n"),
+
+	lights_phong_fragment: [
+
+		"vec3 normal = normalize( vNormal );",
+		"vec3 viewPosition = normalize( vViewPosition );",
+
+		"#ifdef DOUBLE_SIDED",
+
+			"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+
+		"#endif",
+
+		"#ifdef USE_NORMALMAP",
+
+			"normal = perturbNormal2Arb( -viewPosition, normal );",
+
+		"#elif defined( USE_BUMPMAP )",
+
+			"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"vec3 pointDiffuse  = vec3( 0.0 );",
+			"vec3 pointSpecular = vec3( 0.0 );",
+
+			"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+				"#ifdef PHONG_PER_PIXEL",
+
+					"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+					"float lDistance = 1.0;",
+					"if ( pointLightDistance[ i ] > 0.0 )",
+						"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+					"lVector = normalize( lVector );",
+
+				"#else",
+
+					"vec3 lVector = normalize( vPointLight[ i ].xyz );",
+					"float lDistance = vPointLight[ i ].w;",
+
+				"#endif",
+
+				// diffuse
+
+				"float dotProduct = dot( normal, lVector );",
+
+				"#ifdef WRAP_AROUND",
+
+					"float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
+					"float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+					"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+				"#else",
+
+					"float pointDiffuseWeight = max( dotProduct, 0.0 );",
+
+				"#endif",
+
+				"pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
+
+				// specular
+
+				"vec3 pointHalfVector = normalize( lVector + viewPosition );",
+				"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+				"float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
+
+				"#ifdef PHYSICALLY_BASED_SHADING",
+
+					// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
+					"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
+
+				"#else",
+
+					"pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"vec3 spotDiffuse  = vec3( 0.0 );",
+			"vec3 spotSpecular = vec3( 0.0 );",
+
+			"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+				"#ifdef PHONG_PER_PIXEL",
+
+					"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+					"float lDistance = 1.0;",
+					"if ( spotLightDistance[ i ] > 0.0 )",
+						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+					"lVector = normalize( lVector );",
+
+				"#else",
+
+					"vec3 lVector = normalize( vSpotLight[ i ].xyz );",
+					"float lDistance = vSpotLight[ i ].w;",
+
+				"#endif",
+
+				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+				"if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+					// diffuse
+
+					"float dotProduct = dot( normal, lVector );",
+
+					"#ifdef WRAP_AROUND",
+
+						"float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
+						"float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+						"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+					"#else",
+
+						"float spotDiffuseWeight = max( dotProduct, 0.0 );",
+
+					"#endif",
+
+					"spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
+
+					// specular
+
+					"vec3 spotHalfVector = normalize( lVector + viewPosition );",
+					"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+					"float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
+
+					"#ifdef PHYSICALLY_BASED_SHADING",
+
+						// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+						"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+						"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
+						"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
+
+					"#else",
+
+						"spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
+
+					"#endif",
+
+				"}",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+			"vec3 dirDiffuse  = vec3( 0.0 );",
+			"vec3 dirSpecular = vec3( 0.0 );" ,
+
+			"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+				"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+				"vec3 dirVector = normalize( lDirection.xyz );",
+
+				// diffuse
+
+				"float dotProduct = dot( normal, dirVector );",
+
+				"#ifdef WRAP_AROUND",
+
+					"float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
+					"float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+					"vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
+
+				"#else",
+
+					"float dirDiffuseWeight = max( dotProduct, 0.0 );",
+
+				"#endif",
+
+				"dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
+
+				// specular
+
+				"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+				"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+				"float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
+
+				"#ifdef PHYSICALLY_BASED_SHADING",
+
+					/*
+					// fresnel term from skin shader
+					"const float F0 = 0.128;",
+
+					"float base = 1.0 - dot( viewPosition, dirHalfVector );",
+					"float exponential = pow( base, 5.0 );",
+
+					"float fresnel = exponential + F0 * ( 1.0 - exponential );",
+					*/
+
+					/*
+					// fresnel term from fresnel shader
+					"const float mFresnelBias = 0.08;",
+					"const float mFresnelScale = 0.3;",
+					"const float mFresnelPower = 5.0;",
+
+					"float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
+					*/
+
+					// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+					//"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
+
+					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+					"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+				"#else",
+
+					"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"vec3 hemiDiffuse  = vec3( 0.0 );",
+			"vec3 hemiSpecular = vec3( 0.0 );" ,
+
+			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+				"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+				"vec3 lVector = normalize( lDirection.xyz );",
+
+				// diffuse
+
+				"float dotProduct = dot( normal, lVector );",
+				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+				"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+				"hemiDiffuse += diffuse * hemiColor;",
+
+				// specular (sky light)
+
+				"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+				"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+				"float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
+
+				// specular (ground light)
+
+				"vec3 lVectorGround = -lVector;",
+
+				"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+				"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+				"float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
+
+				"#ifdef PHYSICALLY_BASED_SHADING",
+
+					"float dotProductGround = dot( normal, lVectorGround );",
+
+					// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+					"vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+					"vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+					"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+				"#else",
+
+					"hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"vec3 totalDiffuse = vec3( 0.0 );",
+		"vec3 totalSpecular = vec3( 0.0 );",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+			"totalDiffuse += dirDiffuse;",
+			"totalSpecular += dirSpecular;",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"totalDiffuse += hemiDiffuse;",
+			"totalSpecular += hemiSpecular;",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"totalDiffuse += pointDiffuse;",
+			"totalSpecular += pointSpecular;",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"totalDiffuse += spotDiffuse;",
+			"totalSpecular += spotSpecular;",
+
+		"#endif",
+
+		"#ifdef METAL",
+
+			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
+
+		"#else",
+
+			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// VERTEX COLORS
+
+	color_pars_fragment: [
+
+		"#ifdef USE_COLOR",
+
+			"varying vec3 vColor;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	color_fragment: [
+
+		"#ifdef USE_COLOR",
+
+			"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
+
+		"#endif"
+
+	].join("\n"),
+
+	color_pars_vertex: [
+
+		"#ifdef USE_COLOR",
+
+			"varying vec3 vColor;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	color_vertex: [
+
+		"#ifdef USE_COLOR",
+
+			"#ifdef GAMMA_INPUT",
+
+				"vColor = color * color;",
+
+			"#else",
+
+				"vColor = color;",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	// SKINNING
+
+	skinning_pars_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"#ifdef BONE_TEXTURE",
+
+				"uniform sampler2D boneTexture;",
+
+				"mat4 getBoneMatrix( const in float i ) {",
+
+					"float j = i * 4.0;",
+					"float x = mod( j, N_BONE_PIXEL_X );",
+					"float y = floor( j / N_BONE_PIXEL_X );",
+
+					"const float dx = 1.0 / N_BONE_PIXEL_X;",
+					"const float dy = 1.0 / N_BONE_PIXEL_Y;",
+
+					"y = dy * ( y + 0.5 );",
+
+					"vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
+					"vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
+					"vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
+					"vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
+
+					"mat4 bone = mat4( v1, v2, v3, v4 );",
+
+					"return bone;",
+
+				"}",
+
+			"#else",
+
+				"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
+
+				"mat4 getBoneMatrix( const in float i ) {",
+
+					"mat4 bone = boneGlobalMatrices[ int(i) ];",
+					"return bone;",
+
+				"}",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	skinbase_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"mat4 boneMatX = getBoneMatrix( skinIndex.x );",
+			"mat4 boneMatY = getBoneMatrix( skinIndex.y );",
+
+		"#endif"
+
+	].join("\n"),
+
+	skinning_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"#ifdef USE_MORPHTARGETS",
+
+			"vec4 skinVertex = vec4( morphed, 1.0 );",
+
+			"#else",
+
+			"vec4 skinVertex = vec4( position, 1.0 );",
+
+			"#endif",
+
+			"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
+			"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// MORPHING
+
+	morphtarget_pars_vertex: [
+
+		"#ifdef USE_MORPHTARGETS",
+
+			"#ifndef USE_MORPHNORMALS",
+
+			"uniform float morphTargetInfluences[ 8 ];",
+
+			"#else",
+
+			"uniform float morphTargetInfluences[ 4 ];",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	morphtarget_vertex: [
+
+		"#ifdef USE_MORPHTARGETS",
+
+			"vec3 morphed = vec3( 0.0 );",
+			"morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
+			"morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
+			"morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
+			"morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
+
+			"#ifndef USE_MORPHNORMALS",
+
+			"morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
+			"morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
+			"morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
+			"morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
+
+			"#endif",
+
+			"morphed += position;",
+
+		"#endif"
+
+	].join("\n"),
+
+	default_vertex : [
+
+		"vec4 mvPosition;",
+
+		"#ifdef USE_SKINNING",
+
+			"mvPosition = modelViewMatrix * skinned;",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
+
+			"mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
+
+			"mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+		"#endif",
+
+		"gl_Position = projectionMatrix * mvPosition;",
+
+	].join("\n"),
+
+	morphnormal_vertex: [
+
+		"#ifdef USE_MORPHNORMALS",
+
+			"vec3 morphedNormal = vec3( 0.0 );",
+
+			"morphedNormal +=  ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
+			"morphedNormal +=  ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
+			"morphedNormal +=  ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
+			"morphedNormal +=  ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
+
+			"morphedNormal += normal;",
+
+		"#endif"
+
+	].join("\n"),
+
+	skinnormal_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"mat4 skinMatrix = skinWeight.x * boneMatX;",
+			"skinMatrix 	+= skinWeight.y * boneMatY;",
+
+			"#ifdef USE_MORPHNORMALS",
+
+			"vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
+
+			"#else",
+
+			"vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	defaultnormal_vertex: [
+
+		"vec3 objectNormal;",
+
+		"#ifdef USE_SKINNING",
+
+			"objectNormal = skinnedNormal.xyz;",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
+
+			"objectNormal = morphedNormal;",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
+
+			"objectNormal = normal;",
+
+		"#endif",
+
+		"#ifdef FLIP_SIDED",
+
+			"objectNormal = -objectNormal;",
+
+		"#endif",
+
+		"vec3 transformedNormal = normalMatrix * objectNormal;",
+
+	].join("\n"),
+
+	// SHADOW MAP
+
+	// based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
+	//  http://spidergl.org/example.php?id=6
+	// 	http://fabiensanglard.net/shadowmapping
+
+	shadowmap_pars_fragment: [
+
+		"#ifdef USE_SHADOWMAP",
+
+			"uniform sampler2D shadowMap[ MAX_SHADOWS ];",
+			"uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
+
+			"uniform float shadowDarkness[ MAX_SHADOWS ];",
+			"uniform float shadowBias[ MAX_SHADOWS ];",
+
+			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+
+			"float unpackDepth( const in vec4 rgba_depth ) {",
+
+				"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
+				"float depth = dot( rgba_depth, bit_shift );",
+				"return depth;",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	shadowmap_fragment: [
+
+		"#ifdef USE_SHADOWMAP",
+
+			"#ifdef SHADOWMAP_DEBUG",
+
+				"vec3 frustumColors[3];",
+				"frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
+				"frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
+				"frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
+
+			"#endif",
+
+			"#ifdef SHADOWMAP_CASCADE",
+
+				"int inFrustumCount = 0;",
+
+			"#endif",
+
+			"float fDepth;",
+			"vec3 shadowColor = vec3( 1.0 );",
+
+			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+				"vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
+
+				// "if ( something && something )" 		 breaks ATI OpenGL shader compiler
+				// "if ( all( something, something ) )"  using this instead
+
+				"bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
+				"bool inFrustum = all( inFrustumVec );",
+
+				// don't shadow pixels outside of light frustum
+				// use just first frustum (for cascades)
+				// don't shadow pixels behind far plane of light frustum
+
+				"#ifdef SHADOWMAP_CASCADE",
+
+					"inFrustumCount += int( inFrustum );",
+					"bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
+
+				"#else",
+
+					"bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
+
+				"#endif",
+
+				"bool frustumTest = all( frustumTestVec );",
+
+				"if ( frustumTest ) {",
+
+					"shadowCoord.z += shadowBias[ i ];",
+
+					"#ifdef SHADOWMAP_SOFT",
+
+						// Percentage-close filtering
+						// (9 pixel kernel)
+						// http://fabiensanglard.net/shadowmappingPCF/
+
+						"float shadow = 0.0;",
+
+						/*
+						// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
+						// must enroll loop manually
+
+						"for ( float y = -1.25; y <= 1.25; y += 1.25 )",
+							"for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
+
+								"vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
+
+								// doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
+								//"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
+
+								"float fDepth = unpackDepth( rgbaDepth );",
+
+								"if ( fDepth < shadowCoord.z )",
+									"shadow += 1.0;",
+
+						"}",
+
+						"shadow /= 9.0;",
+
+						*/
+
+						"const float shadowDelta = 1.0 / 9.0;",
+
+						"float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
+						"float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
+
+						"float dx0 = -1.25 * xPixelOffset;",
+						"float dy0 = -1.25 * yPixelOffset;",
+						"float dx1 = 1.25 * xPixelOffset;",
+						"float dy1 = 1.25 * yPixelOffset;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
+						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+						"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
+
+					"#else",
+
+						"vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
+						"float fDepth = unpackDepth( rgbaDepth );",
+
+						"if ( fDepth < shadowCoord.z )",
+
+							// spot with multiple shadows is darker
+
+							"shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
+
+							// spot with multiple shadows has the same color as single shadow spot
+
+							//"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
+
+					"#endif",
+
+				"}",
+
+
+				"#ifdef SHADOWMAP_DEBUG",
+
+					"#ifdef SHADOWMAP_CASCADE",
+
+						"if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
+
+					"#else",
+
+						"if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
+
+					"#endif",
+
+				"#endif",
+
+			"}",
+
+			"#ifdef GAMMA_OUTPUT",
+
+				"shadowColor *= shadowColor;",
+
+			"#endif",
+
+			"gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
+
+		"#endif"
+
+	].join("\n"),
+
+	shadowmap_pars_vertex: [
+
+		"#ifdef USE_SHADOWMAP",
+
+			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+			"uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
+
+		"#endif"
+
+	].join("\n"),
+
+	shadowmap_vertex: [
+
+		"#ifdef USE_SHADOWMAP",
+
+			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+				"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	// ALPHATEST
+
+	alphatest_fragment: [
+
+		"#ifdef ALPHATEST",
+
+			"if ( gl_FragColor.a < ALPHATEST ) discard;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// LINEAR SPACE
+
+	linear_to_gamma_fragment: [
+
+		"#ifdef GAMMA_OUTPUT",
+
+			"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
+
+		"#endif"
+
+	].join("\n"),
+
+
+};
+
+THREE.UniformsUtils = {
+
+	merge: function ( uniforms ) {
+
+		var u, p, tmp, merged = {};
+
+		for ( u = 0; u < uniforms.length; u ++ ) {
+
+			tmp = this.clone( uniforms[ u ] );
+
+			for ( p in tmp ) {
+
+				merged[ p ] = tmp[ p ];
+
+			}
+
+		}
+
+		return merged;
+
+	},
+
+	clone: function ( uniforms_src ) {
+
+		var u, p, parameter, parameter_src, uniforms_dst = {};
+
+		for ( u in uniforms_src ) {
+
+			uniforms_dst[ u ] = {};
+
+			for ( p in uniforms_src[ u ] ) {
+
+				parameter_src = uniforms_src[ u ][ p ];
+
+				if ( parameter_src instanceof THREE.Color ||
+					 parameter_src instanceof THREE.Vector2 ||
+					 parameter_src instanceof THREE.Vector3 ||
+					 parameter_src instanceof THREE.Vector4 ||
+					 parameter_src instanceof THREE.Matrix4 ||
+					 parameter_src instanceof THREE.Texture ) {
+
+					uniforms_dst[ u ][ p ] = parameter_src.clone();
+
+				} else if ( parameter_src instanceof Array ) {
+
+					uniforms_dst[ u ][ p ] = parameter_src.slice();
+
+				} else {
+
+					uniforms_dst[ u ][ p ] = parameter_src;
+
+				}
+
+			}
+
+		}
+
+		return uniforms_dst;
+
+	}
+
+};
+
+THREE.UniformsLib = {
+
+	common: {
+
+		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+		"opacity" : { type: "f", value: 1.0 },
+
+		"map" : { type: "t", value: null },
+		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+		"lightMap" : { type: "t", value: null },
+		"specularMap" : { type: "t", value: null },
+
+		"envMap" : { type: "t", value: null },
+		"flipEnvMap" : { type: "f", value: -1 },
+		"useRefract" : { type: "i", value: 0 },
+		"reflectivity" : { type: "f", value: 1.0 },
+		"refractionRatio" : { type: "f", value: 0.98 },
+		"combine" : { type: "i", value: 0 },
+
+		"morphTargetInfluences" : { type: "f", value: 0 }
+
+	},
+
+	bump: {
+
+		"bumpMap" : { type: "t", value: null },
+		"bumpScale" : { type: "f", value: 1 }
+
+	},
+
+	normalmap: {
+
+		"normalMap" : { type: "t", value: null },
+		"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
+	},
+
+	fog : {
+
+		"fogDensity" : { type: "f", value: 0.00025 },
+		"fogNear" : { type: "f", value: 1 },
+		"fogFar" : { type: "f", value: 2000 },
+		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+	},
+
+	lights: {
+
+		"ambientLightColor" : { type: "fv", value: [] },
+
+		"directionalLightDirection" : { type: "fv", value: [] },
+		"directionalLightColor" : { type: "fv", value: [] },
+
+		"hemisphereLightDirection" : { type: "fv", value: [] },
+		"hemisphereLightSkyColor" : { type: "fv", value: [] },
+		"hemisphereLightGroundColor" : { type: "fv", value: [] },
+
+		"pointLightColor" : { type: "fv", value: [] },
+		"pointLightPosition" : { type: "fv", value: [] },
+		"pointLightDistance" : { type: "fv1", value: [] },
+
+		"spotLightColor" : { type: "fv", value: [] },
+		"spotLightPosition" : { type: "fv", value: [] },
+		"spotLightDirection" : { type: "fv", value: [] },
+		"spotLightDistance" : { type: "fv1", value: [] },
+		"spotLightAngleCos" : { type: "fv1", value: [] },
+		"spotLightExponent" : { type: "fv1", value: [] }
+
+	},
+
+	particle: {
+
+		"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+		"opacity" : { type: "f", value: 1.0 },
+		"size" : { type: "f", value: 1.0 },
+		"scale" : { type: "f", value: 1.0 },
+		"map" : { type: "t", value: null },
+
+		"fogDensity" : { type: "f", value: 0.00025 },
+		"fogNear" : { type: "f", value: 1 },
+		"fogFar" : { type: "f", value: 2000 },
+		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+	},
+
+	shadowmap: {
+
+		"shadowMap": { type: "tv", value: [] },
+		"shadowMapSize": { type: "v2v", value: [] },
+
+		"shadowBias" : { type: "fv1", value: [] },
+		"shadowDarkness": { type: "fv1", value: [] },
+
+		"shadowMatrix" : { type: "m4v", value: [] },
+
+	}
+
+};
+
+THREE.ShaderLib = {
+
+	'depth': {
+
+		uniforms: {
+
+			"mNear": { type: "f", value: 1.0 },
+			"mFar" : { type: "f", value: 2000.0 },
+			"opacity" : { type: "f", value: 1.0 }
+
+		},
+
+		vertexShader: [
+
+			"void main() {",
+
+				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float mNear;",
+			"uniform float mFar;",
+			"uniform float opacity;",
+
+			"void main() {",
+
+				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
+				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
+				"gl_FragColor = vec4( vec3( color ), opacity );",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'normal': {
+
+		uniforms: {
+
+			"opacity" : { type: "f", value: 1.0 }
+
+		},
+
+		vertexShader: [
+
+			"varying vec3 vNormal;",
+
+			"void main() {",
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+				"vNormal = normalize( normalMatrix * normal );",
+
+				"gl_Position = projectionMatrix * mvPosition;",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float opacity;",
+			"varying vec3 vNormal;",
+
+			"void main() {",
+
+				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'basic': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "shadowmap" ]
+
+		] ),
+
+		vertexShader: [
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				"#ifdef USE_ENVMAP",
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				"#endif",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'lambert': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
+				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"#define LAMBERT",
+
+			"varying vec3 vLightFront;",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"varying vec3 vLightBack;",
+
+			"#endif",
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "lights_lambert_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float opacity;",
+
+			"varying vec3 vLightFront;",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"varying vec3 vLightBack;",
+
+			"#endif",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+
+				"#ifdef DOUBLE_SIDED",
+
+					//"float isFront = float( gl_FrontFacing );",
+					//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
+
+					"if ( gl_FrontFacing )",
+						"gl_FragColor.xyz *= vLightFront;",
+					"else",
+						"gl_FragColor.xyz *= vLightBack;",
+
+				"#else",
+
+					"gl_FragColor.xyz *= vLightFront;",
+
+				"#endif",
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'phong': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "bump" ],
+			THREE.UniformsLib[ "normalmap" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
+				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+				"shininess": { type: "f", value: 30 },
+				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"#define PHONG",
+
+			"varying vec3 vViewPosition;",
+			"varying vec3 vNormal;",
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				"vNormal = normalize( transformedNormal );",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				"vViewPosition = -mvPosition.xyz;",
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "lights_phong_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			"uniform vec3 ambient;",
+			"uniform vec3 emissive;",
+			"uniform vec3 specular;",
+			"uniform float shininess;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+			THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+
+				THREE.ShaderChunk[ "lights_phong_fragment" ],
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'particle_basic': {
+
+		uniforms:  THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "particle" ],
+			THREE.UniformsLib[ "shadowmap" ]
+
+		] ),
+
+		vertexShader: [
+
+			"uniform float size;",
+			"uniform float scale;",
+
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+				"#ifdef USE_SIZEATTENUATION",
+					"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
+				"#else",
+					"gl_PointSize = size;",
+				"#endif",
+
+				"gl_Position = projectionMatrix * mvPosition;",
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 psColor;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( psColor, opacity );",
+
+				THREE.ShaderChunk[ "map_particle_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'dashed': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+
+			{
+				"scale":     { type: "f", value: 1 },
+				"dashSize":  { type: "f", value: 1 },
+				"totalSize": { type: "f", value: 2 }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"uniform float scale;",
+			"attribute float lineDistance;",
+
+			"varying float vLineDistance;",
+
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				"vLineDistance = scale * lineDistance;",
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+				"gl_Position = projectionMatrix * mvPosition;",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			"uniform float dashSize;",
+			"uniform float totalSize;",
+
+			"varying float vLineDistance;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+			"void main() {",
+
+				"if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+					"discard;",
+
+				"}",
+
+				"gl_FragColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	// Depth encoding into RGBA texture
+	// 	based on SpiderGL shadow map example
+	// 		http://spidergl.org/example.php?id=6
+	// 	originally from
+	//		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+	// 	see also here:
+	//		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+
+	'depthRGBA': {
+
+		uniforms: {},
+
+		vertexShader: [
+
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"vec4 pack_depth( const in float depth ) {",
+
+				"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+				"const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+				"vec4 res = fract( depth * bit_shift );",
+				"res -= res.xxyz * bit_mask;",
+				"return res;",
+
+			"}",
+
+			"void main() {",
+
+				"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+				//"gl_FragData[ 0 ] = pack_depth( z );",
+				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+
+			"}"
+
+		].join("\n")
+
+	}
+
+};
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.WebGLRenderer = function ( parameters ) {
+
+	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
+
+	parameters = parameters || {};
+
+	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+
+	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+
+	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
+	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+
+	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
+	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
+
+	// public properties
+
+	this.domElement = _canvas;
+	this.context = null;
+
+	// clearing
+
+	this.autoClear = true;
+	this.autoClearColor = true;
+	this.autoClearDepth = true;
+	this.autoClearStencil = true;
+
+	// scene graph
+
+	this.sortObjects = true;
+
+	this.autoUpdateObjects = true;
+	this.autoUpdateScene = true;
+
+	// physically based shading
+
+	this.gammaInput = false;
+	this.gammaOutput = false;
+	this.physicallyBasedShading = false;
+
+	// shadow map
+
+	this.shadowMapEnabled = false;
+	this.shadowMapAutoUpdate = true;
+	this.shadowMapSoft = true;
+	this.shadowMapCullFrontFaces = true;
+	this.shadowMapDebug = false;
+	this.shadowMapCascade = false;
+
+	// morphs
+
+	this.maxMorphTargets = 8;
+	this.maxMorphNormals = 4;
+
+	// flags
+
+	this.autoScaleCubemaps = true;
+
+	// custom render plugins
+
+	this.renderPluginsPre = [];
+	this.renderPluginsPost = [];
+
+	// info
+
+	this.info = {
+
+		memory: {
+
+			programs: 0,
+			geometries: 0,
+			textures: 0
+
+		},
+
+		render: {
+
+			calls: 0,
+			vertices: 0,
+			faces: 0,
+			points: 0
+
+		}
+
+	};
+
+	// internal properties
+
+	var _this = this,
+
+	_programs = [],
+	_programs_counter = 0,
+
+	// internal state cache
+
+	_currentProgram = null,
+	_currentFramebuffer = null,
+	_currentMaterialId = -1,
+	_currentGeometryGroupHash = null,
+	_currentCamera = null,
+	_geometryGroupCounter = 0,
+
+	_usedTextureUnits = 0,
+
+	// GL state cache
+
+	_oldDoubleSided = -1,
+	_oldFlipSided = -1,
+
+	_oldBlending = -1,
+
+	_oldBlendEquation = -1,
+	_oldBlendSrc = -1,
+	_oldBlendDst = -1,
+
+	_oldDepthTest = -1,
+	_oldDepthWrite = -1,
+
+	_oldPolygonOffset = null,
+	_oldPolygonOffsetFactor = null,
+	_oldPolygonOffsetUnits = null,
+
+	_oldLineWidth = null,
+
+	_viewportX = 0,
+	_viewportY = 0,
+	_viewportWidth = 0,
+	_viewportHeight = 0,
+	_currentWidth = 0,
+	_currentHeight = 0,
+
+	// frustum
+
+	_frustum = new THREE.Frustum(),
+
+	 // camera matrices cache
+
+	_projScreenMatrix = new THREE.Matrix4(),
+	_projScreenMatrixPS = new THREE.Matrix4(),
+
+	_vector3 = new THREE.Vector4(),
+
+	// light arrays cache
+
+	_direction = new THREE.Vector3(),
+
+	_lightsNeedUpdate = true,
+
+	_lights = {
+
+		ambient: [ 0, 0, 0 ],
+		directional: { length: 0, colors: new Array(), positions: new Array() },
+		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
+		spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
+		hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
+
+	};
+
+	// initialize
+
+	var _gl;
+
+	var _glExtensionTextureFloat;
+	var _glExtensionStandardDerivatives;
+	var _glExtensionTextureFilterAnisotropic;
+	var _glExtensionCompressedTextureS3TC;
+
+	initGL();
+
+	setDefaultGLState();
+
+	this.context = _gl;
+
+	// GPU capabilities
+
+	var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
+	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
+	var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
+	var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
+
+	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
+
+	var _supportsVertexTextures = ( _maxVertexTextures > 0 );
+	var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
+
+	var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
+
+	// API
+
+	this.getContext = function () {
+
+		return _gl;
+
+	};
+
+	this.supportsVertexTextures = function () {
+
+		return _supportsVertexTextures;
+
+	};
+
+	this.getMaxAnisotropy  = function () {
+
+		return _maxAnisotropy;
+
+	};
+
+	this.setSize = function ( width, height ) {
+
+		_canvas.width = width;
+		_canvas.height = height;
+
+		this.setViewport( 0, 0, _canvas.width, _canvas.height );
+
+	};
+
+	this.setViewport = function ( x, y, width, height ) {
+
+		_viewportX = x !== undefined ? x : 0;
+		_viewportY = y !== undefined ? y : 0;
+
+		_viewportWidth = width !== undefined ? width : _canvas.width;
+		_viewportHeight = height !== undefined ? height : _canvas.height;
+
+		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+	};
+
+	this.setScissor = function ( x, y, width, height ) {
+
+		_gl.scissor( x, y, width, height );
+
+	};
+
+	this.enableScissorTest = function ( enable ) {
+
+		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
+
+	};
+
+	// Clearing
+
+	this.setClearColorHex = function ( hex, alpha ) {
+
+		_clearColor.setHex( hex );
+		_clearAlpha = alpha;
+
+		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	this.setClearColor = function ( color, alpha ) {
+
+		_clearColor.copy( color );
+		_clearAlpha = alpha;
+
+		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	this.getClearColor = function () {
+
+		return _clearColor;
+
+	};
+
+	this.getClearAlpha = function () {
+
+		return _clearAlpha;
+
+	};
+
+	this.clear = function ( color, depth, stencil ) {
+
+		var bits = 0;
+
+		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
+		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
+		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
+
+		_gl.clear( bits );
+
+	};
+
+	this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+		this.setRenderTarget( renderTarget );
+		this.clear( color, depth, stencil );
+
+	};
+
+	// Plugins
+
+	this.addPostPlugin = function ( plugin ) {
+
+		plugin.init( this );
+		this.renderPluginsPost.push( plugin );
+
+	};
+
+	this.addPrePlugin = function ( plugin ) {
+
+		plugin.init( this );
+		this.renderPluginsPre.push( plugin );
+
+	};
+
+	// Deallocation
+
+	this.deallocateObject = function ( object ) {
+
+		if ( ! object.__webglInit ) return;
+
+		object.__webglInit = false;
+
+		delete object._modelViewMatrix;
+		delete object._normalMatrix;
+
+		delete object._normalMatrixArray;
+		delete object._modelViewMatrixArray;
+		delete object._modelMatrixArray;
+
+		if ( object instanceof THREE.Mesh ) {
+
+			for ( var g in object.geometry.geometryGroups ) {
+
+				deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
+
+			}
+
+		} else if ( object instanceof THREE.Ribbon ) {
+
+			deleteRibbonBuffers( object.geometry );
+
+		} else if ( object instanceof THREE.Line ) {
+
+			deleteLineBuffers( object.geometry );
+
+		} else if ( object instanceof THREE.ParticleSystem ) {
+
+			deleteParticleBuffers( object.geometry );
+
+		}
+
+	};
+
+	this.deallocateTexture = function ( texture ) {
+
+		if ( ! texture.__webglInit ) return;
+
+		texture.__webglInit = false;
+		_gl.deleteTexture( texture.__webglTexture );
+
+		_this.info.memory.textures --;
+
+	};
+
+	this.deallocateRenderTarget = function ( renderTarget ) {
+
+		if ( !renderTarget || ! renderTarget.__webglTexture ) return;
+
+		_gl.deleteTexture( renderTarget.__webglTexture );
+
+		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+			for ( var i = 0; i < 6; i ++ ) {
+
+				_gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
+				_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
+
+			}
+
+		} else {
+
+			_gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
+			_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
+
+		}
+
+	};
+
+	this.deallocateMaterial = function ( material ) {
+
+		var program = material.program;
+
+		if ( ! program ) return;
+
+		material.program = undefined;
+
+		// only deallocate GL program if this was the last use of shared program
+		// assumed there is only single copy of any program in the _programs list
+		// (that's how it's constructed)
+
+		var i, il, programInfo;
+		var deleteProgram = false;
+
+		for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+			programInfo = _programs[ i ];
+
+			if ( programInfo.program === program ) {
+
+				programInfo.usedTimes --;
+
+				if ( programInfo.usedTimes === 0 ) {
+
+					deleteProgram = true;
+
+				}
+
+				break;
+
+			}
+
+		}
+
+		if ( deleteProgram ) {
+
+			// avoid using array.splice, this is costlier than creating new array from scratch
+
+			var newPrograms = [];
+
+			for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+				programInfo = _programs[ i ];
+
+				if ( programInfo.program !== program ) {
+
+					newPrograms.push( programInfo );
+
+				}
+
+			}
+
+			_programs = newPrograms;
+
+			_gl.deleteProgram( program );
+
+			_this.info.memory.programs --;
+
+		}
+
+	};
+
+	// Rendering
+
+	this.updateShadowMap = function ( scene, camera ) {
+
+		_currentProgram = null;
+		_oldBlending = -1;
+		_oldDepthTest = -1;
+		_oldDepthWrite = -1;
+		_currentGeometryGroupHash = -1;
+		_currentMaterialId = -1;
+		_lightsNeedUpdate = true;
+		_oldDoubleSided = -1;
+		_oldFlipSided = -1;
+
+		this.shadowMapPlugin.update( scene, camera );
+
+	};
+
+	// Internal functions
+
+	// Buffer allocation
+
+	function createParticleBuffers ( geometry ) {
+
+		geometry.__webglVertexBuffer = _gl.createBuffer();
+		geometry.__webglColorBuffer = _gl.createBuffer();
+
+		_this.info.memory.geometries ++;
+
+	};
+
+	function createLineBuffers ( geometry ) {
+
+		geometry.__webglVertexBuffer = _gl.createBuffer();
+		geometry.__webglColorBuffer = _gl.createBuffer();
+		geometry.__webglLineDistanceBuffer = _gl.createBuffer();
+
+		_this.info.memory.geometries ++;
+
+	};
+
+	function createRibbonBuffers ( geometry ) {
+
+		geometry.__webglVertexBuffer = _gl.createBuffer();
+		geometry.__webglColorBuffer = _gl.createBuffer();
+		geometry.__webglNormalBuffer = _gl.createBuffer();
+
+		_this.info.memory.geometries ++;
+
+	};
+
+	function createMeshBuffers ( geometryGroup ) {
+
+		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
+		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
+		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
+		geometryGroup.__webglColorBuffer = _gl.createBuffer();
+		geometryGroup.__webglUVBuffer = _gl.createBuffer();
+		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
+
+		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
+		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
+
+		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
+		geometryGroup.__webglLineBuffer = _gl.createBuffer();
+
+		var m, ml;
+
+		if ( geometryGroup.numMorphTargets ) {
+
+			geometryGroup.__webglMorphTargetsBuffers = [];
+
+			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
+
+			}
+
+		}
+
+		if ( geometryGroup.numMorphNormals ) {
+
+			geometryGroup.__webglMorphNormalsBuffers = [];
+
+			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+				geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
+
+			}
+
+		}
+
+		_this.info.memory.geometries ++;
+
+	};
+
+	// Buffer deallocation
+
+	function deleteParticleBuffers ( geometry ) {
+
+		_gl.deleteBuffer( geometry.__webglVertexBuffer );
+		_gl.deleteBuffer( geometry.__webglColorBuffer );
+
+		deleteCustomAttributesBuffers( geometry );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteLineBuffers ( geometry ) {
+
+		_gl.deleteBuffer( geometry.__webglVertexBuffer );
+		_gl.deleteBuffer( geometry.__webglColorBuffer );
+		_gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
+
+		deleteCustomAttributesBuffers( geometry );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteRibbonBuffers ( geometry ) {
+
+		_gl.deleteBuffer( geometry.__webglVertexBuffer );
+		_gl.deleteBuffer( geometry.__webglColorBuffer );
+		_gl.deleteBuffer( geometry.__webglNormalBuffer );
+
+		deleteCustomAttributesBuffers( geometry );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteMeshBuffers ( geometryGroup ) {
+
+		_gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglColorBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglUVBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
+
+		_gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
+
+		_gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglLineBuffer );
+
+		var m, ml;
+
+		if ( geometryGroup.numMorphTargets ) {
+
+			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+				_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+			}
+
+		}
+
+		if ( geometryGroup.numMorphNormals ) {
+
+			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+				_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+			}
+
+		}
+
+		deleteCustomAttributesBuffers( geometryGroup );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteCustomAttributesBuffers( geometry ) {
+
+		if ( geometry.__webglCustomAttributesList ) {
+
+			for ( var id in geometry.__webglCustomAttributesList ) {
+
+				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
+
+			}
+
+		}
+
+	};
+
+	// Buffer initialization
+
+	function initCustomAttributes ( geometry, object ) {
+
+		var nvertices = geometry.vertices.length;
+
+		var material = object.material;
+
+		if ( material.attributes ) {
+
+			if ( geometry.__webglCustomAttributesList === undefined ) {
+
+				geometry.__webglCustomAttributesList = [];
+
+			}
+
+			for ( var a in material.attributes ) {
+
+				var attribute = material.attributes[ a ];
+
+				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+					attribute.__webglInitialized = true;
+
+					var size = 1;		// "f" and "i"
+
+					if ( attribute.type === "v2" ) size = 2;
+					else if ( attribute.type === "v3" ) size = 3;
+					else if ( attribute.type === "v4" ) size = 4;
+					else if ( attribute.type === "c"  ) size = 3;
+
+					attribute.size = size;
+
+					attribute.array = new Float32Array( nvertices * size );
+
+					attribute.buffer = _gl.createBuffer();
+					attribute.buffer.belongsToAttribute = a;
+
+					attribute.needsUpdate = true;
+
+				}
+
+				geometry.__webglCustomAttributesList.push( attribute );
+
+			}
+
+		}
+
+	};
+
+	function initParticleBuffers ( geometry, object ) {
+
+		var nvertices = geometry.vertices.length;
+
+		geometry.__vertexArray = new Float32Array( nvertices * 3 );
+		geometry.__colorArray = new Float32Array( nvertices * 3 );
+
+		geometry.__sortArray = [];
+
+		geometry.__webglParticleCount = nvertices;
+
+		initCustomAttributes ( geometry, object );
+
+	};
+
+	function initLineBuffers ( geometry, object ) {
+
+		var nvertices = geometry.vertices.length;
+
+		geometry.__vertexArray = new Float32Array( nvertices * 3 );
+		geometry.__colorArray = new Float32Array( nvertices * 3 );
+		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
+
+		geometry.__webglLineCount = nvertices;
+
+		initCustomAttributes ( geometry, object );
+
+	};
+
+	function initRibbonBuffers ( geometry, object ) {
+
+		var nvertices = geometry.vertices.length;
+
+		geometry.__vertexArray = new Float32Array( nvertices * 3 );
+		geometry.__colorArray = new Float32Array( nvertices * 3 );
+		geometry.__normalArray = new Float32Array( nvertices * 3 );
+
+		geometry.__webglVertexCount = nvertices;
+
+		initCustomAttributes ( geometry, object );
+
+	};
+
+	function initMeshBuffers ( geometryGroup, object ) {
+
+		var geometry = object.geometry,
+			faces3 = geometryGroup.faces3,
+			faces4 = geometryGroup.faces4,
+
+			nvertices = faces3.length * 3 + faces4.length * 4,
+			ntris     = faces3.length * 1 + faces4.length * 2,
+			nlines    = faces3.length * 3 + faces4.length * 4,
+
+			material = getBufferMaterial( object, geometryGroup ),
+
+			uvType = bufferGuessUVType( material ),
+			normalType = bufferGuessNormalType( material ),
+			vertexColorType = bufferGuessVertexColorType( material );
+
+		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
+
+		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
+
+		if ( normalType ) {
+
+			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
+
+		}
+
+		if ( geometry.hasTangents ) {
+
+			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
+
+		}
+
+		if ( vertexColorType ) {
+
+			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
+
+		}
+
+		if ( uvType ) {
+
+			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
+
+				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
+
+			}
+
+			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
+
+				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
+
+			}
+
+		}
+
+		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
+
+			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
+			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
+
+		}
+
+		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
+		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
+
+		var m, ml;
+
+		if ( geometryGroup.numMorphTargets ) {
+
+			geometryGroup.__morphTargetsArrays = [];
+
+			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
+
+			}
+
+		}
+
+		if ( geometryGroup.numMorphNormals ) {
+
+			geometryGroup.__morphNormalsArrays = [];
+
+			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
+
+			}
+
+		}
+
+		geometryGroup.__webglFaceCount = ntris * 3;
+		geometryGroup.__webglLineCount = nlines * 2;
+
+
+		// custom attributes
+
+		if ( material.attributes ) {
+
+			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
+
+				geometryGroup.__webglCustomAttributesList = [];
+
+			}
+
+			for ( var a in material.attributes ) {
+
+				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
+				// attribute buffers which are correctly indexed in the setMeshBuffers function
+
+				var originalAttribute = material.attributes[ a ];
+
+				var attribute = {};
+
+				for ( var property in originalAttribute ) {
+
+					attribute[ property ] = originalAttribute[ property ];
+
+				}
+
+				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+					attribute.__webglInitialized = true;
+
+					var size = 1;		// "f" and "i"
+
+					if( attribute.type === "v2" ) size = 2;
+					else if( attribute.type === "v3" ) size = 3;
+					else if( attribute.type === "v4" ) size = 4;
+					else if( attribute.type === "c"  ) size = 3;
+
+					attribute.size = size;
+
+					attribute.array = new Float32Array( nvertices * size );
+
+					attribute.buffer = _gl.createBuffer();
+					attribute.buffer.belongsToAttribute = a;
+
+					originalAttribute.needsUpdate = true;
+					attribute.__original = originalAttribute;
+
+				}
+
+				geometryGroup.__webglCustomAttributesList.push( attribute );
+
+			}
+
+		}
+
+		geometryGroup.__inittedArrays = true;
+
+	};
+
+	function getBufferMaterial( object, geometryGroup ) {
+
+		return object.material instanceof THREE.MeshFaceMaterial
+			? object.material.materials[ geometryGroup.materialIndex ]
+			: object.material;
+
+	};
+
+	function materialNeedsSmoothNormals ( material ) {
+
+		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
+
+	};
+
+	function bufferGuessNormalType ( material ) {
+
+		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
+
+		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
+
+			return false;
+
+		}
+
+		if ( materialNeedsSmoothNormals( material ) ) {
+
+			return THREE.SmoothShading;
+
+		} else {
+
+			return THREE.FlatShading;
+
+		}
+
+	};
+
+	function bufferGuessVertexColorType ( material ) {
+
+		if ( material.vertexColors ) {
+
+			return material.vertexColors;
+
+		}
+
+		return false;
+
+	};
+
+	function bufferGuessUVType ( material ) {
+
+		// material must use some texture to require uvs
+
+		if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
+
+			return true;
+
+		}
+
+		return false;
+
+	};
+
+	//
+
+	function initDirectBuffers( geometry ) {
+
+		var a, attribute, type;
+
+		for ( a in geometry.attributes ) {
+
+			if ( a === "index" ) {
+
+				type = _gl.ELEMENT_ARRAY_BUFFER;
+
+			} else {
+
+				type = _gl.ARRAY_BUFFER;
+
+			}
+
+			attribute = geometry.attributes[ a ];
+
+			attribute.buffer = _gl.createBuffer();
+
+			_gl.bindBuffer( type, attribute.buffer );
+			_gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
+
+		}
+
+	};
+
+	// Buffer setting
+
+	function setParticleBuffers ( geometry, hint, object ) {
+
+		var v, c, vertex, offset, index, color,
+
+		vertices = geometry.vertices,
+		vl = vertices.length,
+
+		colors = geometry.colors,
+		cl = colors.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+
+		sortArray = geometry.__sortArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyElements = geometry.elementsNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList,
+		i, il,
+		a, ca, cal, value,
+		customAttribute;
+
+		if ( object.sortParticles ) {
+
+			_projScreenMatrixPS.copy( _projScreenMatrix );
+			_projScreenMatrixPS.multiplySelf( object.matrixWorld );
+
+			for ( v = 0; v < vl; v ++ ) {
+
+				vertex = vertices[ v ];
+
+				_vector3.copy( vertex );
+				_projScreenMatrixPS.multiplyVector3( _vector3 );
+
+				sortArray[ v ] = [ _vector3.z, v ];
+
+			}
+
+			sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
+
+			for ( v = 0; v < vl; v ++ ) {
+
+				vertex = vertices[ sortArray[v][1] ];
+
+				offset = v * 3;
+
+				vertexArray[ offset ]     = vertex.x;
+				vertexArray[ offset + 1 ] = vertex.y;
+				vertexArray[ offset + 2 ] = vertex.z;
+
+			}
+
+			for ( c = 0; c < cl; c ++ ) {
+
+				offset = c * 3;
+
+				color = colors[ sortArray[c][1] ];
+
+				colorArray[ offset ]     = color.r;
+				colorArray[ offset + 1 ] = color.g;
+				colorArray[ offset + 2 ] = color.b;
+
+			}
+
+			if ( customAttributes ) {
+
+				for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+					customAttribute = customAttributes[ i ];
+
+					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
+
+					offset = 0;
+
+					cal = customAttribute.value.length;
+
+					if ( customAttribute.size === 1 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							index = sortArray[ ca ][ 1 ];
+
+							customAttribute.array[ ca ] = customAttribute.value[ index ];
+
+						}
+
+					} else if ( customAttribute.size === 2 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							index = sortArray[ ca ][ 1 ];
+
+							value = customAttribute.value[ index ];
+
+							customAttribute.array[ offset ] 	= value.x;
+							customAttribute.array[ offset + 1 ] = value.y;
+
+							offset += 2;
+
+						}
+
+					} else if ( customAttribute.size === 3 ) {
+
+						if ( customAttribute.type === "c" ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								index = sortArray[ ca ][ 1 ];
+
+								value = customAttribute.value[ index ];
+
+								customAttribute.array[ offset ]     = value.r;
+								customAttribute.array[ offset + 1 ] = value.g;
+								customAttribute.array[ offset + 2 ] = value.b;
+
+								offset += 3;
+
+							}
+
+						} else {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								index = sortArray[ ca ][ 1 ];
+
+								value = customAttribute.value[ index ];
+
+								customAttribute.array[ offset ] 	= value.x;
+								customAttribute.array[ offset + 1 ] = value.y;
+								customAttribute.array[ offset + 2 ] = value.z;
+
+								offset += 3;
+
+							}
+
+						}
+
+					} else if ( customAttribute.size === 4 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							index = sortArray[ ca ][ 1 ];
+
+							value = customAttribute.value[ index ];
+
+							customAttribute.array[ offset ]      = value.x;
+							customAttribute.array[ offset + 1  ] = value.y;
+							customAttribute.array[ offset + 2  ] = value.z;
+							customAttribute.array[ offset + 3  ] = value.w;
+
+							offset += 4;
+
+						}
+
+					}
+
+				}
+
+			}
+
+		} else {
+
+			if ( dirtyVertices ) {
+
+				for ( v = 0; v < vl; v ++ ) {
+
+					vertex = vertices[ v ];
+
+					offset = v * 3;
+
+					vertexArray[ offset ]     = vertex.x;
+					vertexArray[ offset + 1 ] = vertex.y;
+					vertexArray[ offset + 2 ] = vertex.z;
+
+				}
+
+			}
+
+			if ( dirtyColors ) {
+
+				for ( c = 0; c < cl; c ++ ) {
+
+					color = colors[ c ];
+
+					offset = c * 3;
+
+					colorArray[ offset ]     = color.r;
+					colorArray[ offset + 1 ] = color.g;
+					colorArray[ offset + 2 ] = color.b;
+
+				}
+
+			}
+
+			if ( customAttributes ) {
+
+				for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+					customAttribute = customAttributes[ i ];
+
+					if ( customAttribute.needsUpdate &&
+						 ( customAttribute.boundTo === undefined ||
+						   customAttribute.boundTo === "vertices") ) {
+
+						cal = customAttribute.value.length;
+
+						offset = 0;
+
+						if ( customAttribute.size === 1 ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+							}
+
+						} else if ( customAttribute.size === 2 ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ] 	= value.x;
+								customAttribute.array[ offset + 1 ] = value.y;
+
+								offset += 2;
+
+							}
+
+						} else if ( customAttribute.size === 3 ) {
+
+							if ( customAttribute.type === "c" ) {
+
+								for ( ca = 0; ca < cal; ca ++ ) {
+
+									value = customAttribute.value[ ca ];
+
+									customAttribute.array[ offset ] 	= value.r;
+									customAttribute.array[ offset + 1 ] = value.g;
+									customAttribute.array[ offset + 2 ] = value.b;
+
+									offset += 3;
+
+								}
+
+							} else {
+
+								for ( ca = 0; ca < cal; ca ++ ) {
+
+									value = customAttribute.value[ ca ];
+
+									customAttribute.array[ offset ] 	= value.x;
+									customAttribute.array[ offset + 1 ] = value.y;
+									customAttribute.array[ offset + 2 ] = value.z;
+
+									offset += 3;
+
+								}
+
+							}
+
+						} else if ( customAttribute.size === 4 ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ]      = value.x;
+								customAttribute.array[ offset + 1  ] = value.y;
+								customAttribute.array[ offset + 2  ] = value.z;
+								customAttribute.array[ offset + 3  ] = value.w;
+
+								offset += 4;
+
+							}
+
+						}
+
+					}
+
+				}
+
+			}
+
+		}
+
+		if ( dirtyVertices || object.sortParticles ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyColors || object.sortParticles ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( customAttribute.needsUpdate || object.sortParticles ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+				}
+
+			}
+
+		}
+
+
+	};
+
+	function setLineBuffers ( geometry, hint ) {
+
+		var v, c, d, vertex, offset, color,
+
+		vertices = geometry.vertices,
+		colors = geometry.colors,
+		lineDistances = geometry.lineDistances,
+
+		vl = vertices.length,
+		cl = colors.length,
+		dl = lineDistances.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+		lineDistanceArray = geometry.__lineDistanceArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+		dirtyLineDistances = geometry.lineDistancesNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList,
+
+		i, il,
+		a, ca, cal, value,
+		customAttribute;
+
+		if ( dirtyVertices ) {
+
+			for ( v = 0; v < vl; v ++ ) {
+
+				vertex = vertices[ v ];
+
+				offset = v * 3;
+
+				vertexArray[ offset ]     = vertex.x;
+				vertexArray[ offset + 1 ] = vertex.y;
+				vertexArray[ offset + 2 ] = vertex.z;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyColors ) {
+
+			for ( c = 0; c < cl; c ++ ) {
+
+				color = colors[ c ];
+
+				offset = c * 3;
+
+				colorArray[ offset ]     = color.r;
+				colorArray[ offset + 1 ] = color.g;
+				colorArray[ offset + 2 ] = color.b;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+		}
+
+		if ( dirtyLineDistances ) {
+
+			for ( d = 0; d < dl; d ++ ) {
+
+				lineDistanceArray[ d ] = lineDistances[ d ];
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( customAttribute.needsUpdate &&
+					 ( customAttribute.boundTo === undefined ||
+					   customAttribute.boundTo === "vertices" ) ) {
+
+					offset = 0;
+
+					cal = customAttribute.value.length;
+
+					if ( customAttribute.size === 1 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+						}
+
+					} else if ( customAttribute.size === 2 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ] 	= value.x;
+							customAttribute.array[ offset + 1 ] = value.y;
+
+							offset += 2;
+
+						}
+
+					} else if ( customAttribute.size === 3 ) {
+
+						if ( customAttribute.type === "c" ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ] 	= value.r;
+								customAttribute.array[ offset + 1 ] = value.g;
+								customAttribute.array[ offset + 2 ] = value.b;
+
+								offset += 3;
+
+							}
+
+						} else {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ] 	= value.x;
+								customAttribute.array[ offset + 1 ] = value.y;
+								customAttribute.array[ offset + 2 ] = value.z;
+
+								offset += 3;
+
+							}
+
+						}
+
+					} else if ( customAttribute.size === 4 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ] 	 = value.x;
+							customAttribute.array[ offset + 1  ] = value.y;
+							customAttribute.array[ offset + 2  ] = value.z;
+							customAttribute.array[ offset + 3  ] = value.w;
+
+							offset += 4;
+
+						}
+
+					}
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function setRibbonBuffers ( geometry, hint ) {
+
+		var v, c, n, vertex, offset, color, normal,
+
+		i, il, ca, cal, customAttribute, value,
+
+		vertices = geometry.vertices,
+		colors = geometry.colors,
+		normals = geometry.normals,
+
+		vl = vertices.length,
+		cl = colors.length,
+		nl = normals.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+		normalArray = geometry.__normalArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+		dirtyNormals = geometry.normalsNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList;
+
+		if ( dirtyVertices ) {
+
+			for ( v = 0; v < vl; v ++ ) {
+
+				vertex = vertices[ v ];
+
+				offset = v * 3;
+
+				vertexArray[ offset ]     = vertex.x;
+				vertexArray[ offset + 1 ] = vertex.y;
+				vertexArray[ offset + 2 ] = vertex.z;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyColors ) {
+
+			for ( c = 0; c < cl; c ++ ) {
+
+				color = colors[ c ];
+
+				offset = c * 3;
+
+				colorArray[ offset ]     = color.r;
+				colorArray[ offset + 1 ] = color.g;
+				colorArray[ offset + 2 ] = color.b;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+		}
+
+		if ( dirtyNormals ) {
+
+			for ( n = 0; n < nl; n ++ ) {
+
+				normal = normals[ n ];
+
+				offset = n * 3;
+
+				normalArray[ offset ]     = normal.x;
+				normalArray[ offset + 1 ] = normal.y;
+				normalArray[ offset + 2 ] = normal.z;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( customAttribute.needsUpdate &&
+					 ( customAttribute.boundTo === undefined ||
+					   customAttribute.boundTo === "vertices" ) ) {
+
+					offset = 0;
+
+					cal = customAttribute.value.length;
+
+					if ( customAttribute.size === 1 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+						}
+
+					} else if ( customAttribute.size === 2 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ] 	= value.x;
+							customAttribute.array[ offset + 1 ] = value.y;
+
+							offset += 2;
+
+						}
+
+					} else if ( customAttribute.size === 3 ) {
+
+						if ( customAttribute.type === "c" ) {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ] 	= value.r;
+								customAttribute.array[ offset + 1 ] = value.g;
+								customAttribute.array[ offset + 2 ] = value.b;
+
+								offset += 3;
+
+							}
+
+						} else {
+
+							for ( ca = 0; ca < cal; ca ++ ) {
+
+								value = customAttribute.value[ ca ];
+
+								customAttribute.array[ offset ] 	= value.x;
+								customAttribute.array[ offset + 1 ] = value.y;
+								customAttribute.array[ offset + 2 ] = value.z;
+
+								offset += 3;
+
+							}
+
+						}
+
+					} else if ( customAttribute.size === 4 ) {
+
+						for ( ca = 0; ca < cal; ca ++ ) {
+
+							value = customAttribute.value[ ca ];
+
+							customAttribute.array[ offset ] 	 = value.x;
+							customAttribute.array[ offset + 1  ] = value.y;
+							customAttribute.array[ offset + 2  ] = value.z;
+							customAttribute.array[ offset + 3  ] = value.w;
+
+							offset += 4;
+
+						}
+
+					}
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
+
+		if ( ! geometryGroup.__inittedArrays ) {
+
+			return;
+
+		}
+
+		var normalType = bufferGuessNormalType( material ),
+		vertexColorType = bufferGuessVertexColorType( material ),
+		uvType = bufferGuessUVType( material ),
+
+		needsSmoothNormals = ( normalType === THREE.SmoothShading );
+
+		var f, fl, fi, face,
+		vertexNormals, faceNormal, normal,
+		vertexColors, faceColor,
+		vertexTangents,
+		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
+		c1, c2, c3, c4,
+		sw1, sw2, sw3, sw4,
+		si1, si2, si3, si4,
+		sa1, sa2, sa3, sa4,
+		sb1, sb2, sb3, sb4,
+		m, ml, i, il,
+		vn, uvi, uv2i,
+		vk, vkl, vka,
+		nka, chf, faceVertexNormals,
+		a,
+
+		vertexIndex = 0,
+
+		offset = 0,
+		offset_uv = 0,
+		offset_uv2 = 0,
+		offset_face = 0,
+		offset_normal = 0,
+		offset_tangent = 0,
+		offset_line = 0,
+		offset_color = 0,
+		offset_skin = 0,
+		offset_morphTarget = 0,
+		offset_custom = 0,
+		offset_customSrc = 0,
+
+		value,
+
+		vertexArray = geometryGroup.__vertexArray,
+		uvArray = geometryGroup.__uvArray,
+		uv2Array = geometryGroup.__uv2Array,
+		normalArray = geometryGroup.__normalArray,
+		tangentArray = geometryGroup.__tangentArray,
+		colorArray = geometryGroup.__colorArray,
+
+		skinIndexArray = geometryGroup.__skinIndexArray,
+		skinWeightArray = geometryGroup.__skinWeightArray,
+
+		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
+		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
+
+		customAttributes = geometryGroup.__webglCustomAttributesList,
+		customAttribute,
+
+		faceArray = geometryGroup.__faceArray,
+		lineArray = geometryGroup.__lineArray,
+
+		geometry = object.geometry, // this is shared for all chunks
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyElements = geometry.elementsNeedUpdate,
+		dirtyUvs = geometry.uvsNeedUpdate,
+		dirtyNormals = geometry.normalsNeedUpdate,
+		dirtyTangents = geometry.tangentsNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
+
+		vertices = geometry.vertices,
+		chunk_faces3 = geometryGroup.faces3,
+		chunk_faces4 = geometryGroup.faces4,
+		obj_faces = geometry.faces,
+
+		obj_uvs  = geometry.faceVertexUvs[ 0 ],
+		obj_uvs2 = geometry.faceVertexUvs[ 1 ],
+
+		obj_colors = geometry.colors,
+
+		obj_skinIndices = geometry.skinIndices,
+		obj_skinWeights = geometry.skinWeights,
+
+		morphTargets = geometry.morphTargets,
+		morphNormals = geometry.morphNormals;
+
+		if ( dirtyVertices ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ] ];
+
+				v1 = vertices[ face.a ];
+				v2 = vertices[ face.b ];
+				v3 = vertices[ face.c ];
+
+				vertexArray[ offset ]     = v1.x;
+				vertexArray[ offset + 1 ] = v1.y;
+				vertexArray[ offset + 2 ] = v1.z;
+
+				vertexArray[ offset + 3 ] = v2.x;
+				vertexArray[ offset + 4 ] = v2.y;
+				vertexArray[ offset + 5 ] = v2.z;
+
+				vertexArray[ offset + 6 ] = v3.x;
+				vertexArray[ offset + 7 ] = v3.y;
+				vertexArray[ offset + 8 ] = v3.z;
+
+				offset += 9;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				v1 = vertices[ face.a ];
+				v2 = vertices[ face.b ];
+				v3 = vertices[ face.c ];
+				v4 = vertices[ face.d ];
+
+				vertexArray[ offset ]     = v1.x;
+				vertexArray[ offset + 1 ] = v1.y;
+				vertexArray[ offset + 2 ] = v1.z;
+
+				vertexArray[ offset + 3 ] = v2.x;
+				vertexArray[ offset + 4 ] = v2.y;
+				vertexArray[ offset + 5 ] = v2.z;
+
+				vertexArray[ offset + 6 ] = v3.x;
+				vertexArray[ offset + 7 ] = v3.y;
+				vertexArray[ offset + 8 ] = v3.z;
+
+				vertexArray[ offset + 9 ]  = v4.x;
+				vertexArray[ offset + 10 ] = v4.y;
+				vertexArray[ offset + 11 ] = v4.z;
+
+				offset += 12;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyMorphTargets ) {
+
+			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
+
+				offset_morphTarget = 0;
+
+				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+					chf = chunk_faces3[ f ];
+					face = obj_faces[ chf ];
+
+					// morph positions
+
+					v1 = morphTargets[ vk ].vertices[ face.a ];
+					v2 = morphTargets[ vk ].vertices[ face.b ];
+					v3 = morphTargets[ vk ].vertices[ face.c ];
+
+					vka = morphTargetsArrays[ vk ];
+
+					vka[ offset_morphTarget ] 	  = v1.x;
+					vka[ offset_morphTarget + 1 ] = v1.y;
+					vka[ offset_morphTarget + 2 ] = v1.z;
+
+					vka[ offset_morphTarget + 3 ] = v2.x;
+					vka[ offset_morphTarget + 4 ] = v2.y;
+					vka[ offset_morphTarget + 5 ] = v2.z;
+
+					vka[ offset_morphTarget + 6 ] = v3.x;
+					vka[ offset_morphTarget + 7 ] = v3.y;
+					vka[ offset_morphTarget + 8 ] = v3.z;
+
+					// morph normals
+
+					if ( material.morphNormals ) {
+
+						if ( needsSmoothNormals ) {
+
+							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+							n1 = faceVertexNormals.a;
+							n2 = faceVertexNormals.b;
+							n3 = faceVertexNormals.c;
+
+						} else {
+
+							n1 = morphNormals[ vk ].faceNormals[ chf ];
+							n2 = n1;
+							n3 = n1;
+
+						}
+
+						nka = morphNormalsArrays[ vk ];
+
+						nka[ offset_morphTarget ] 	  = n1.x;
+						nka[ offset_morphTarget + 1 ] = n1.y;
+						nka[ offset_morphTarget + 2 ] = n1.z;
+
+						nka[ offset_morphTarget + 3 ] = n2.x;
+						nka[ offset_morphTarget + 4 ] = n2.y;
+						nka[ offset_morphTarget + 5 ] = n2.z;
+
+						nka[ offset_morphTarget + 6 ] = n3.x;
+						nka[ offset_morphTarget + 7 ] = n3.y;
+						nka[ offset_morphTarget + 8 ] = n3.z;
+
+					}
+
+					//
+
+					offset_morphTarget += 9;
+
+				}
+
+				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+					chf = chunk_faces4[ f ];
+					face = obj_faces[ chf ];
+
+					// morph positions
+
+					v1 = morphTargets[ vk ].vertices[ face.a ];
+					v2 = morphTargets[ vk ].vertices[ face.b ];
+					v3 = morphTargets[ vk ].vertices[ face.c ];
+					v4 = morphTargets[ vk ].vertices[ face.d ];
+
+					vka = morphTargetsArrays[ vk ];
+
+					vka[ offset_morphTarget ] 	  = v1.x;
+					vka[ offset_morphTarget + 1 ] = v1.y;
+					vka[ offset_morphTarget + 2 ] = v1.z;
+
+					vka[ offset_morphTarget + 3 ] = v2.x;
+					vka[ offset_morphTarget + 4 ] = v2.y;
+					vka[ offset_morphTarget + 5 ] = v2.z;
+
+					vka[ offset_morphTarget + 6 ] = v3.x;
+					vka[ offset_morphTarget + 7 ] = v3.y;
+					vka[ offset_morphTarget + 8 ] = v3.z;
+
+					vka[ offset_morphTarget + 9 ]  = v4.x;
+					vka[ offset_morphTarget + 10 ] = v4.y;
+					vka[ offset_morphTarget + 11 ] = v4.z;
+
+					// morph normals
+
+					if ( material.morphNormals ) {
+
+						if ( needsSmoothNormals ) {
+
+							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+							n1 = faceVertexNormals.a;
+							n2 = faceVertexNormals.b;
+							n3 = faceVertexNormals.c;
+							n4 = faceVertexNormals.d;
+
+						} else {
+
+							n1 = morphNormals[ vk ].faceNormals[ chf ];
+							n2 = n1;
+							n3 = n1;
+							n4 = n1;
+
+						}
+
+						nka = morphNormalsArrays[ vk ];
+
+						nka[ offset_morphTarget ] 	  = n1.x;
+						nka[ offset_morphTarget + 1 ] = n1.y;
+						nka[ offset_morphTarget + 2 ] = n1.z;
+
+						nka[ offset_morphTarget + 3 ] = n2.x;
+						nka[ offset_morphTarget + 4 ] = n2.y;
+						nka[ offset_morphTarget + 5 ] = n2.z;
+
+						nka[ offset_morphTarget + 6 ] = n3.x;
+						nka[ offset_morphTarget + 7 ] = n3.y;
+						nka[ offset_morphTarget + 8 ] = n3.z;
+
+						nka[ offset_morphTarget + 9 ]  = n4.x;
+						nka[ offset_morphTarget + 10 ] = n4.y;
+						nka[ offset_morphTarget + 11 ] = n4.z;
+
+					}
+
+					//
+
+					offset_morphTarget += 12;
+
+				}
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
+				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
+
+				if ( material.morphNormals ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
+					_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
+
+				}
+
+			}
+
+		}
+
+		if ( obj_skinWeights.length ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				// weights
+
+				sw1 = obj_skinWeights[ face.a ];
+				sw2 = obj_skinWeights[ face.b ];
+				sw3 = obj_skinWeights[ face.c ];
+
+				skinWeightArray[ offset_skin ]     = sw1.x;
+				skinWeightArray[ offset_skin + 1 ] = sw1.y;
+				skinWeightArray[ offset_skin + 2 ] = sw1.z;
+				skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+				skinWeightArray[ offset_skin + 4 ] = sw2.x;
+				skinWeightArray[ offset_skin + 5 ] = sw2.y;
+				skinWeightArray[ offset_skin + 6 ] = sw2.z;
+				skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
+				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
+				skinWeightArray[ offset_skin + 10 ] = sw3.z;
+				skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+				// indices
+
+				si1 = obj_skinIndices[ face.a ];
+				si2 = obj_skinIndices[ face.b ];
+				si3 = obj_skinIndices[ face.c ];
+
+				skinIndexArray[ offset_skin ]     = si1.x;
+				skinIndexArray[ offset_skin + 1 ] = si1.y;
+				skinIndexArray[ offset_skin + 2 ] = si1.z;
+				skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+				skinIndexArray[ offset_skin + 4 ] = si2.x;
+				skinIndexArray[ offset_skin + 5 ] = si2.y;
+				skinIndexArray[ offset_skin + 6 ] = si2.z;
+				skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+				skinIndexArray[ offset_skin + 8 ]  = si3.x;
+				skinIndexArray[ offset_skin + 9 ]  = si3.y;
+				skinIndexArray[ offset_skin + 10 ] = si3.z;
+				skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+				offset_skin += 12;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				// weights
+
+				sw1 = obj_skinWeights[ face.a ];
+				sw2 = obj_skinWeights[ face.b ];
+				sw3 = obj_skinWeights[ face.c ];
+				sw4 = obj_skinWeights[ face.d ];
+
+				skinWeightArray[ offset_skin ]     = sw1.x;
+				skinWeightArray[ offset_skin + 1 ] = sw1.y;
+				skinWeightArray[ offset_skin + 2 ] = sw1.z;
+				skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+				skinWeightArray[ offset_skin + 4 ] = sw2.x;
+				skinWeightArray[ offset_skin + 5 ] = sw2.y;
+				skinWeightArray[ offset_skin + 6 ] = sw2.z;
+				skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
+				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
+				skinWeightArray[ offset_skin + 10 ] = sw3.z;
+				skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+				skinWeightArray[ offset_skin + 12 ] = sw4.x;
+				skinWeightArray[ offset_skin + 13 ] = sw4.y;
+				skinWeightArray[ offset_skin + 14 ] = sw4.z;
+				skinWeightArray[ offset_skin + 15 ] = sw4.w;
+
+				// indices
+
+				si1 = obj_skinIndices[ face.a ];
+				si2 = obj_skinIndices[ face.b ];
+				si3 = obj_skinIndices[ face.c ];
+				si4 = obj_skinIndices[ face.d ];
+
+				skinIndexArray[ offset_skin ]     = si1.x;
+				skinIndexArray[ offset_skin + 1 ] = si1.y;
+				skinIndexArray[ offset_skin + 2 ] = si1.z;
+				skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+				skinIndexArray[ offset_skin + 4 ] = si2.x;
+				skinIndexArray[ offset_skin + 5 ] = si2.y;
+				skinIndexArray[ offset_skin + 6 ] = si2.z;
+				skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+				skinIndexArray[ offset_skin + 8 ]  = si3.x;
+				skinIndexArray[ offset_skin + 9 ]  = si3.y;
+				skinIndexArray[ offset_skin + 10 ] = si3.z;
+				skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+				skinIndexArray[ offset_skin + 12 ] = si4.x;
+				skinIndexArray[ offset_skin + 13 ] = si4.y;
+				skinIndexArray[ offset_skin + 14 ] = si4.z;
+				skinIndexArray[ offset_skin + 15 ] = si4.w;
+
+				offset_skin += 16;
+
+			}
+
+			if ( offset_skin > 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyColors && vertexColorType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				vertexColors = face.vertexColors;
+				faceColor = face.color;
+
+				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
+
+					c1 = vertexColors[ 0 ];
+					c2 = vertexColors[ 1 ];
+					c3 = vertexColors[ 2 ];
+
+				} else {
+
+					c1 = faceColor;
+					c2 = faceColor;
+					c3 = faceColor;
+
+				}
+
+				colorArray[ offset_color ]     = c1.r;
+				colorArray[ offset_color + 1 ] = c1.g;
+				colorArray[ offset_color + 2 ] = c1.b;
+
+				colorArray[ offset_color + 3 ] = c2.r;
+				colorArray[ offset_color + 4 ] = c2.g;
+				colorArray[ offset_color + 5 ] = c2.b;
+
+				colorArray[ offset_color + 6 ] = c3.r;
+				colorArray[ offset_color + 7 ] = c3.g;
+				colorArray[ offset_color + 8 ] = c3.b;
+
+				offset_color += 9;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				vertexColors = face.vertexColors;
+				faceColor = face.color;
+
+				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
+
+					c1 = vertexColors[ 0 ];
+					c2 = vertexColors[ 1 ];
+					c3 = vertexColors[ 2 ];
+					c4 = vertexColors[ 3 ];
+
+				} else {
+
+					c1 = faceColor;
+					c2 = faceColor;
+					c3 = faceColor;
+					c4 = faceColor;
+
+				}
+
+				colorArray[ offset_color ]     = c1.r;
+				colorArray[ offset_color + 1 ] = c1.g;
+				colorArray[ offset_color + 2 ] = c1.b;
+
+				colorArray[ offset_color + 3 ] = c2.r;
+				colorArray[ offset_color + 4 ] = c2.g;
+				colorArray[ offset_color + 5 ] = c2.b;
+
+				colorArray[ offset_color + 6 ] = c3.r;
+				colorArray[ offset_color + 7 ] = c3.g;
+				colorArray[ offset_color + 8 ] = c3.b;
+
+				colorArray[ offset_color + 9 ]  = c4.r;
+				colorArray[ offset_color + 10 ] = c4.g;
+				colorArray[ offset_color + 11 ] = c4.b;
+
+				offset_color += 12;
+
+			}
+
+			if ( offset_color > 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyTangents && geometry.hasTangents ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				vertexTangents = face.vertexTangents;
+
+				t1 = vertexTangents[ 0 ];
+				t2 = vertexTangents[ 1 ];
+				t3 = vertexTangents[ 2 ];
+
+				tangentArray[ offset_tangent ]     = t1.x;
+				tangentArray[ offset_tangent + 1 ] = t1.y;
+				tangentArray[ offset_tangent + 2 ] = t1.z;
+				tangentArray[ offset_tangent + 3 ] = t1.w;
+
+				tangentArray[ offset_tangent + 4 ] = t2.x;
+				tangentArray[ offset_tangent + 5 ] = t2.y;
+				tangentArray[ offset_tangent + 6 ] = t2.z;
+				tangentArray[ offset_tangent + 7 ] = t2.w;
+
+				tangentArray[ offset_tangent + 8 ]  = t3.x;
+				tangentArray[ offset_tangent + 9 ]  = t3.y;
+				tangentArray[ offset_tangent + 10 ] = t3.z;
+				tangentArray[ offset_tangent + 11 ] = t3.w;
+
+				offset_tangent += 12;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				vertexTangents = face.vertexTangents;
+
+				t1 = vertexTangents[ 0 ];
+				t2 = vertexTangents[ 1 ];
+				t3 = vertexTangents[ 2 ];
+				t4 = vertexTangents[ 3 ];
+
+				tangentArray[ offset_tangent ]     = t1.x;
+				tangentArray[ offset_tangent + 1 ] = t1.y;
+				tangentArray[ offset_tangent + 2 ] = t1.z;
+				tangentArray[ offset_tangent + 3 ] = t1.w;
+
+				tangentArray[ offset_tangent + 4 ] = t2.x;
+				tangentArray[ offset_tangent + 5 ] = t2.y;
+				tangentArray[ offset_tangent + 6 ] = t2.z;
+				tangentArray[ offset_tangent + 7 ] = t2.w;
+
+				tangentArray[ offset_tangent + 8 ]  = t3.x;
+				tangentArray[ offset_tangent + 9 ]  = t3.y;
+				tangentArray[ offset_tangent + 10 ] = t3.z;
+				tangentArray[ offset_tangent + 11 ] = t3.w;
+
+				tangentArray[ offset_tangent + 12 ] = t4.x;
+				tangentArray[ offset_tangent + 13 ] = t4.y;
+				tangentArray[ offset_tangent + 14 ] = t4.z;
+				tangentArray[ offset_tangent + 15 ] = t4.w;
+
+				offset_tangent += 16;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
+
+		}
+
+		if ( dirtyNormals && normalType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				vertexNormals = face.vertexNormals;
+				faceNormal = face.normal;
+
+				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
+
+					for ( i = 0; i < 3; i ++ ) {
+
+						vn = vertexNormals[ i ];
+
+						normalArray[ offset_normal ]     = vn.x;
+						normalArray[ offset_normal + 1 ] = vn.y;
+						normalArray[ offset_normal + 2 ] = vn.z;
+
+						offset_normal += 3;
+
+					}
+
+				} else {
+
+					for ( i = 0; i < 3; i ++ ) {
+
+						normalArray[ offset_normal ]     = faceNormal.x;
+						normalArray[ offset_normal + 1 ] = faceNormal.y;
+						normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+						offset_normal += 3;
+
+					}
+
+				}
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				vertexNormals = face.vertexNormals;
+				faceNormal = face.normal;
+
+				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
+
+					for ( i = 0; i < 4; i ++ ) {
+
+						vn = vertexNormals[ i ];
+
+						normalArray[ offset_normal ]     = vn.x;
+						normalArray[ offset_normal + 1 ] = vn.y;
+						normalArray[ offset_normal + 2 ] = vn.z;
+
+						offset_normal += 3;
+
+					}
+
+				} else {
+
+					for ( i = 0; i < 4; i ++ ) {
+
+						normalArray[ offset_normal ]     = faceNormal.x;
+						normalArray[ offset_normal + 1 ] = faceNormal.y;
+						normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+						offset_normal += 3;
+
+					}
+
+				}
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+		}
+
+		if ( dirtyUvs && obj_uvs && uvType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				fi = chunk_faces3[ f ];
+
+				uv = obj_uvs[ fi ];
+
+				if ( uv === undefined ) continue;
+
+				for ( i = 0; i < 3; i ++ ) {
+
+					uvi = uv[ i ];
+
+					uvArray[ offset_uv ]     = uvi.u;
+					uvArray[ offset_uv + 1 ] = uvi.v;
+
+					offset_uv += 2;
+
+				}
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				fi = chunk_faces4[ f ];
+
+				uv = obj_uvs[ fi ];
+
+				if ( uv === undefined ) continue;
+
+				for ( i = 0; i < 4; i ++ ) {
+
+					uvi = uv[ i ];
+
+					uvArray[ offset_uv ]     = uvi.u;
+					uvArray[ offset_uv + 1 ] = uvi.v;
+
+					offset_uv += 2;
+
+				}
+
+			}
+
+			if ( offset_uv > 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyUvs && obj_uvs2 && uvType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				fi = chunk_faces3[ f ];
+
+				uv2 = obj_uvs2[ fi ];
+
+				if ( uv2 === undefined ) continue;
+
+				for ( i = 0; i < 3; i ++ ) {
+
+					uv2i = uv2[ i ];
+
+					uv2Array[ offset_uv2 ]     = uv2i.u;
+					uv2Array[ offset_uv2 + 1 ] = uv2i.v;
+
+					offset_uv2 += 2;
+
+				}
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				fi = chunk_faces4[ f ];
+
+				uv2 = obj_uvs2[ fi ];
+
+				if ( uv2 === undefined ) continue;
+
+				for ( i = 0; i < 4; i ++ ) {
+
+					uv2i = uv2[ i ];
+
+					uv2Array[ offset_uv2 ]     = uv2i.u;
+					uv2Array[ offset_uv2 + 1 ] = uv2i.v;
+
+					offset_uv2 += 2;
+
+				}
+
+			}
+
+			if ( offset_uv2 > 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
+
+			}
+
+		}
+
+		if ( dirtyElements ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				faceArray[ offset_face ] 	 = vertexIndex;
+				faceArray[ offset_face + 1 ] = vertexIndex + 1;
+				faceArray[ offset_face + 2 ] = vertexIndex + 2;
+
+				offset_face += 3;
+
+				lineArray[ offset_line ]     = vertexIndex;
+				lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+				lineArray[ offset_line + 2 ] = vertexIndex;
+				lineArray[ offset_line + 3 ] = vertexIndex + 2;
+
+				lineArray[ offset_line + 4 ] = vertexIndex + 1;
+				lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+				offset_line += 6;
+
+				vertexIndex += 3;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				faceArray[ offset_face ]     = vertexIndex;
+				faceArray[ offset_face + 1 ] = vertexIndex + 1;
+				faceArray[ offset_face + 2 ] = vertexIndex + 3;
+
+				faceArray[ offset_face + 3 ] = vertexIndex + 1;
+				faceArray[ offset_face + 4 ] = vertexIndex + 2;
+				faceArray[ offset_face + 5 ] = vertexIndex + 3;
+
+				offset_face += 6;
+
+				lineArray[ offset_line ]     = vertexIndex;
+				lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+				lineArray[ offset_line + 2 ] = vertexIndex;
+				lineArray[ offset_line + 3 ] = vertexIndex + 3;
+
+				lineArray[ offset_line + 4 ] = vertexIndex + 1;
+				lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+				lineArray[ offset_line + 6 ] = vertexIndex + 2;
+				lineArray[ offset_line + 7 ] = vertexIndex + 3;
+
+				offset_line += 8;
+
+				vertexIndex += 4;
+
+			}
+
+			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
+
+			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( ! customAttribute.__original.needsUpdate ) continue;
+
+				offset_custom = 0;
+				offset_customSrc = 0;
+
+				if ( customAttribute.size === 1 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
+							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+
+							offset_custom += 3;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
+							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+							customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
+
+							offset_custom += 4;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							customAttribute.array[ offset_custom ] 	   = value;
+							customAttribute.array[ offset_custom + 1 ] = value;
+							customAttribute.array[ offset_custom + 2 ] = value;
+
+							offset_custom += 3;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							customAttribute.array[ offset_custom ] 	   = value;
+							customAttribute.array[ offset_custom + 1 ] = value;
+							customAttribute.array[ offset_custom + 2 ] = value;
+							customAttribute.array[ offset_custom + 3 ] = value;
+
+							offset_custom += 4;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 2 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							offset_custom += 6;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+							v4 = customAttribute.value[ face.d ];
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							customAttribute.array[ offset_custom + 6 ] = v4.x;
+							customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+							offset_custom += 8;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							offset_custom += 6;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+							v4 = value;
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							customAttribute.array[ offset_custom + 6 ] = v4.x;
+							customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+							offset_custom += 8;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 3 ) {
+
+					var pp;
+
+					if ( customAttribute.type === "c" ) {
+
+						pp = [ "r", "g", "b" ];
+
+					} else {
+
+						pp = [ "x", "y", "z" ];
+
+					}
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+							v4 = customAttribute.value[ face.d ];
+
+							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+							offset_custom += 12;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+							v4 = value;
+
+							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+							offset_custom += 12;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faceVertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+
+							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+							v4 = value[ 3 ];
+
+							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+							offset_custom += 12;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 4 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+							v4 = customAttribute.value[ face.d ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							customAttribute.array[ offset_custom + 12 ] = v4.x;
+							customAttribute.array[ offset_custom + 13 ] = v4.y;
+							customAttribute.array[ offset_custom + 14 ] = v4.z;
+							customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+							offset_custom += 16;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+							v4 = value;
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							customAttribute.array[ offset_custom + 12 ] = v4.x;
+							customAttribute.array[ offset_custom + 13 ] = v4.y;
+							customAttribute.array[ offset_custom + 14 ] = v4.z;
+							customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+							offset_custom += 16;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faceVertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+							v4 = value[ 3 ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							customAttribute.array[ offset_custom + 12 ] = v4.x;
+							customAttribute.array[ offset_custom + 13 ] = v4.y;
+							customAttribute.array[ offset_custom + 14 ] = v4.z;
+							customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+							offset_custom += 16;
+
+						}
+
+					}
+
+				}
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+			}
+
+		}
+
+		if ( dispose ) {
+
+			delete geometryGroup.__inittedArrays;
+			delete geometryGroup.__colorArray;
+			delete geometryGroup.__normalArray;
+			delete geometryGroup.__tangentArray;
+			delete geometryGroup.__uvArray;
+			delete geometryGroup.__uv2Array;
+			delete geometryGroup.__faceArray;
+			delete geometryGroup.__vertexArray;
+			delete geometryGroup.__lineArray;
+			delete geometryGroup.__skinIndexArray;
+			delete geometryGroup.__skinWeightArray;
+
+		}
+
+	};
+
+	function setDirectBuffers ( geometry, hint, dispose ) {
+
+		var attributes = geometry.attributes;
+
+		var index = attributes[ "index" ];
+		var position = attributes[ "position" ];
+		var normal = attributes[ "normal" ];
+		var uv = attributes[ "uv" ];
+		var color = attributes[ "color" ];
+		var tangent = attributes[ "tangent" ];
+
+		if ( geometry.elementsNeedUpdate && index !== undefined ) {
+
+			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
+
+		}
+
+		if ( geometry.verticesNeedUpdate && position !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
+
+		}
+
+		if ( geometry.normalsNeedUpdate && normal !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
+
+		}
+
+		if ( geometry.uvsNeedUpdate && uv !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
+
+		}
+
+		if ( geometry.colorsNeedUpdate && color !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
+
+		}
+
+		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );
+
+		}
+
+		if ( dispose ) {
+
+			for ( var i in geometry.attributes ) {
+
+				delete geometry.attributes[ i ].array;
+
+			}
+
+		}
+
+	};
+
+	// Buffer rendering
+
+	this.renderBufferImmediate = function ( object, program, material ) {
+
+		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
+		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
+		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
+		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
+
+		if ( object.hasPositions ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.position );
+			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.hasNormals ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
+
+			if ( material.shading === THREE.FlatShading ) {
+
+				var nx, ny, nz,
+					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
+					normalArray,
+					i, il = object.count * 3;
+
+				for( i = 0; i < il; i += 9 ) {
+
+					normalArray = object.normalArray;
+
+					nax  = normalArray[ i ];
+					nay  = normalArray[ i + 1 ];
+					naz  = normalArray[ i + 2 ];
+
+					nbx  = normalArray[ i + 3 ];
+					nby  = normalArray[ i + 4 ];
+					nbz  = normalArray[ i + 5 ];
+
+					ncx  = normalArray[ i + 6 ];
+					ncy  = normalArray[ i + 7 ];
+					ncz  = normalArray[ i + 8 ];
+
+					nx = ( nax + nbx + ncx ) / 3;
+					ny = ( nay + nby + ncy ) / 3;
+					nz = ( naz + nbz + ncz ) / 3;
+
+					normalArray[ i ] 	 = nx;
+					normalArray[ i + 1 ] = ny;
+					normalArray[ i + 2 ] = nz;
+
+					normalArray[ i + 3 ] = nx;
+					normalArray[ i + 4 ] = ny;
+					normalArray[ i + 5 ] = nz;
+
+					normalArray[ i + 6 ] = nx;
+					normalArray[ i + 7 ] = ny;
+					normalArray[ i + 8 ] = nz;
+
+				}
+
+			}
+
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.normal );
+			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.hasUvs && material.map ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.uv );
+			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.color );
+			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+		object.count = 0;
+
+	};
+
+	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
+
+		if ( material.visible === false ) return;
+
+		var program, attributes, linewidth, primitives, a, attribute;
+
+		program = setProgram( camera, lights, fog, material, object );
+
+		attributes = program.attributes;
+
+		var updateBuffers = false,
+			wireframeBit = material.wireframe ? 1 : 0,
+			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+		if ( geometryHash !== _currentGeometryGroupHash ) {
+
+			_currentGeometryGroupHash = geometryHash;
+			updateBuffers = true;
+
+		}
+
+		// render mesh
+
+		if ( object instanceof THREE.Mesh ) {
+
+			var offsets = geometry.offsets;
+
+			// if there is more than 1 chunk
+			// must set attribute pointers to use new offsets for each chunk
+			// even if geometry and materials didn't change
+
+			if ( offsets.length > 1 ) updateBuffers = true;
+
+			for ( var i = 0, il = offsets.length; i < il; ++ i ) {
+
+				var startIndex = offsets[ i ].index;
+
+				if ( updateBuffers ) {
+
+					// vertices
+
+					var position = geometry.attributes[ "position" ];
+					var positionSize = position.itemSize;
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
+
+					// normals
+
+					var normal = geometry.attributes[ "normal" ];
+
+					if ( attributes.normal >= 0 && normal ) {
+
+						var normalSize = normal.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
+
+					}
+
+					// uvs
+
+					var uv = geometry.attributes[ "uv" ];
+
+					if ( attributes.uv >= 0 && uv ) {
+
+						if ( uv.buffer ) {
+
+							var uvSize = uv.itemSize;
+
+							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
+
+							_gl.enableVertexAttribArray( attributes.uv );
+
+						} else {
+
+							_gl.disableVertexAttribArray( attributes.uv );
+
+						}
+
+					}
+
+					// colors
+
+					var color = geometry.attributes[ "color" ];
+
+					if ( attributes.color >= 0 && color ) {
+
+						var colorSize = color.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
+
+					}
+
+					// tangents
+
+					var tangent = geometry.attributes[ "tangent" ];
+
+					if ( attributes.tangent >= 0 && tangent ) {
+
+						var tangentSize = tangent.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
+
+					}
+
+					// indices
+
+					var index = geometry.attributes[ "index" ];
+
+					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+				}
+
+				// render indexed triangles
+
+				_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
+
+				_this.info.render.calls ++;
+				_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+				_this.info.render.faces += offsets[ i ].count / 3;
+
+			}
+
+		// render particles
+
+		} else if ( object instanceof THREE.ParticleSystem ) {
+
+			if ( updateBuffers ) {
+
+				// vertices
+
+				var position = geometry.attributes[ "position" ];
+				var positionSize = position.itemSize;
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+				// colors
+
+				var color = geometry.attributes[ "color" ];
+
+				if ( attributes.color >= 0 && color ) {
+
+					var colorSize = color.itemSize;
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+				}
+
+				// render particles
+
+				_gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
+
+				_this.info.render.calls ++;
+				_this.info.render.points += position.numItems / 3;
+
+			}
+
+		}
+
+	};
+
+	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
+
+		if ( material.visible === false ) return;
+
+		var program, attributes, linewidth, primitives, a, attribute, i, il;
+
+		program = setProgram( camera, lights, fog, material, object );
+
+		attributes = program.attributes;
+
+		var updateBuffers = false,
+			wireframeBit = material.wireframe ? 1 : 0,
+			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
+
+			_currentGeometryGroupHash = geometryGroupHash;
+			updateBuffers = true;
+
+		}
+
+		// vertices
+
+		if ( !material.morphTargets && attributes.position >= 0 ) {
+
+			if ( updateBuffers ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+		} else {
+
+			if ( object.morphTargetBase ) {
+
+				setupMorphTargets( material, geometryGroup, object );
+
+			}
+
+		}
+
+
+		if ( updateBuffers ) {
+
+			// custom attributes
+
+			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
+
+			if ( geometryGroup.__webglCustomAttributesList ) {
+
+				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
+
+					attribute = geometryGroup.__webglCustomAttributesList[ i ];
+
+					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
+						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+				}
+
+			}
+
+
+			// colors
+
+			if ( attributes.color >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// normals
+
+			if ( attributes.normal >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// tangents
+
+			if ( attributes.tangent >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// uvs
+
+			if ( attributes.uv >= 0 ) {
+
+				if ( geometryGroup.__webglUVBuffer ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+					_gl.enableVertexAttribArray( attributes.uv );
+
+				} else {
+
+					_gl.disableVertexAttribArray( attributes.uv );
+
+				}
+
+			}
+
+			if ( attributes.uv2 >= 0 ) {
+
+				if ( geometryGroup.__webglUV2Buffer ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
+
+					_gl.enableVertexAttribArray( attributes.uv2 );
+
+				} else {
+
+					_gl.disableVertexAttribArray( attributes.uv2 );
+
+				}
+
+			}
+
+			if ( material.skinning &&
+				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// line distances
+
+			if ( attributes.lineDistance >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
+				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+		}
+
+		// render mesh
+
+		if ( object instanceof THREE.Mesh ) {
+
+			// wireframe
+
+			if ( material.wireframe ) {
+
+				setLineWidth( material.wireframeLinewidth );
+
+				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
+
+			// triangles
+
+			} else {
+
+				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
+
+			}
+
+			_this.info.render.calls ++;
+			_this.info.render.vertices += geometryGroup.__webglFaceCount;
+			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
+
+		// render lines
+
+		} else if ( object instanceof THREE.Line ) {
+
+			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+			setLineWidth( material.linewidth );
+
+			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
+
+			_this.info.render.calls ++;
+
+		// render particles
+
+		} else if ( object instanceof THREE.ParticleSystem ) {
+
+			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
+
+			_this.info.render.calls ++;
+			_this.info.render.points += geometryGroup.__webglParticleCount;
+
+		// render ribbon
+
+		} else if ( object instanceof THREE.Ribbon ) {
+
+			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
+
+			_this.info.render.calls ++;
+
+		}
+
+	};
+
+	function setupMorphTargets ( material, geometryGroup, object ) {
+
+		// set base
+
+		var attributes = material.program.attributes;
+
+		if ( object.morphTargetBase !== -1 ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
+			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+		} else if ( attributes.position >= 0 ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.morphTargetForcedOrder.length ) {
+
+			// set forced order
+
+			var m = 0;
+			var order = object.morphTargetForcedOrder;
+			var influences = object.morphTargetInfluences;
+
+			while ( m < material.numSupportedMorphTargets && m < order.length ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
+				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+				if ( material.morphNormals ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
+					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+				}
+
+				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
+
+				m ++;
+			}
+
+		} else {
+
+			// find the most influencing
+
+			var influence, activeInfluenceIndices = [];
+			var influences = object.morphTargetInfluences;
+			var i, il = influences.length;
+
+			for ( i = 0; i < il; i ++ ) {
+
+				influence = influences[ i ];
+
+				if ( influence > 0 ) {
+
+					activeInfluenceIndices.push( [ i, influence ] );
+
+				}
+
+			}
+
+			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
+
+				activeInfluenceIndices.sort( numericalSort );
+				activeInfluenceIndices.length = material.numSupportedMorphTargets;
+
+			} else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
+
+				activeInfluenceIndices.sort( numericalSort );
+
+			} else if ( activeInfluenceIndices.length === 0 ) {
+
+				activeInfluenceIndices.push( [ 0, 0 ] );
+
+			};
+
+			var influenceIndex, m = 0;
+
+			while ( m < material.numSupportedMorphTargets ) {
+
+				if ( activeInfluenceIndices[ m ] ) {
+
+					influenceIndex = activeInfluenceIndices[ m ][ 0 ];
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
+
+					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+					if ( material.morphNormals ) {
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
+						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+					object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
+
+				} else {
+
+					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+					if ( material.morphNormals ) {
+
+						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+					object.__webglMorphTargetInfluences[ m ] = 0;
+
+				}
+
+				m ++;
+
+			}
+
+		}
+
+		// load updated influences uniform
+
+		if ( material.program.uniforms.morphTargetInfluences !== null ) {
+
+			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
+
+		}
+
+	};
+
+	// Sorting
+
+	function painterSortStable ( a, b ) {
+
+		if ( a.z !== b.z ) {
+
+			return b.z - a.z;
+
+		} else {
+
+			return b.id - a.id;
+
+		}
+
+	};
+
+	function numericalSort ( a, b ) {
+
+		return b[ 1 ] - a[ 1 ];
+
+	};
+
+
+	// Rendering
+
+	this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+		if ( camera instanceof THREE.Camera === false ) {
+
+			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
+			return;
+
+		}
+
+		var i, il,
+
+		webglObject, object,
+		renderList,
+
+		lights = scene.__lights,
+		fog = scene.fog;
+
+		// reset caching for this frame
+
+		_currentMaterialId = -1;
+		_lightsNeedUpdate = true;
+
+		// update scene graph
+
+		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
+
+		// update camera matrices and frustum
+
+		if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
+		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
+		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
+
+		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+		_frustum.setFromMatrix( _projScreenMatrix );
+
+		// update WebGL objects
+
+		if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
+
+		// custom render plugins (pre pass)
+
+		renderPlugins( this.renderPluginsPre, scene, camera );
+
+		//
+
+		_this.info.render.calls = 0;
+		_this.info.render.vertices = 0;
+		_this.info.render.faces = 0;
+		_this.info.render.points = 0;
+
+		this.setRenderTarget( renderTarget );
+
+		if ( this.autoClear || forceClear ) {
+
+			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
+
+		}
+
+		// set matrices for regular objects (frustum culled)
+
+		renderList = scene.__webglObjects;
+
+		for ( i = 0, il = renderList.length; i < il; i ++ ) {
+
+			webglObject = renderList[ i ];
+			object = webglObject.object;
+
+			webglObject.render = false;
+
+			if ( object.visible ) {
+
+				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
+
+					//object.matrixWorld.flattenToArray( object._modelMatrixArray );
+
+					setupMatrices( object, camera );
+
+					unrollBufferMaterial( webglObject );
+
+					webglObject.render = true;
+
+					if ( this.sortObjects === true ) {
+
+						if ( object.renderDepth !== null ) {
+
+							webglObject.z = object.renderDepth;
+
+						} else {
+
+							_vector3.copy( object.matrixWorld.getPosition() );
+							_projScreenMatrix.multiplyVector3( _vector3 );
+
+							webglObject.z = _vector3.z;
+
+						}
+
+						webglObject.id = object.id;
+
+					}
+
+				}
+
+			}
+
+		}
+
+		if ( this.sortObjects ) {
+
+			renderList.sort( painterSortStable );
+
+		}
+
+		// set matrices for immediate objects
+
+		renderList = scene.__webglObjectsImmediate;
+
+		for ( i = 0, il = renderList.length; i < il; i ++ ) {
+
+			webglObject = renderList[ i ];
+			object = webglObject.object;
+
+			if ( object.visible ) {
+
+				/*
+				if ( object.matrixAutoUpdate ) {
+
+					object.matrixWorld.flattenToArray( object._modelMatrixArray );
+
+				}
+				*/
+
+				setupMatrices( object, camera );
+
+				unrollImmediateBufferMaterial( webglObject );
+
+			}
+
+		}
+
+		if ( scene.overrideMaterial ) {
+
+			var material = scene.overrideMaterial;
+
+			this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+			this.setDepthTest( material.depthTest );
+			this.setDepthWrite( material.depthWrite );
+			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
+			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
+
+		} else {
+
+			// opaque pass (front-to-back order)
+
+			this.setBlending( THREE.NormalBlending );
+
+			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
+			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
+
+			// transparent pass (back-to-front order)
+
+			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
+			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
+
+		}
+
+		// custom render plugins (post pass)
+
+		renderPlugins( this.renderPluginsPost, scene, camera );
+
+
+		// Generate mipmap if we're using any kind of mipmap filtering
+
+		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
+
+			updateRenderTargetMipmap( renderTarget );
+
+		}
+
+		// Ensure depth buffer writing is enabled so it can be cleared on next render
+
+		this.setDepthTest( true );
+		this.setDepthWrite( true );
+
+		// _gl.finish();
+
+	};
+
+	function renderPlugins( plugins, scene, camera ) {
+
+		if ( ! plugins.length ) return;
+
+		for ( var i = 0, il = plugins.length; i < il; i ++ ) {
+
+			// reset state for plugin (to start from clean slate)
+
+			_currentProgram = null;
+			_currentCamera = null;
+
+			_oldBlending = -1;
+			_oldDepthTest = -1;
+			_oldDepthWrite = -1;
+			_oldDoubleSided = -1;
+			_oldFlipSided = -1;
+			_currentGeometryGroupHash = -1;
+			_currentMaterialId = -1;
+
+			_lightsNeedUpdate = true;
+
+			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
+
+			// reset state after plugin (anything could have changed)
+
+			_currentProgram = null;
+			_currentCamera = null;
+
+			_oldBlending = -1;
+			_oldDepthTest = -1;
+			_oldDepthWrite = -1;
+			_oldDoubleSided = -1;
+			_oldFlipSided = -1;
+			_currentGeometryGroupHash = -1;
+			_currentMaterialId = -1;
+
+			_lightsNeedUpdate = true;
+
+		}
+
+	};
+
+	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+		var webglObject, object, buffer, material, start, end, delta;
+
+		if ( reverse ) {
+
+			start = renderList.length - 1;
+			end = -1;
+			delta = -1;
+
+		} else {
+
+			start = 0;
+			end = renderList.length;
+			delta = 1;
+		}
+
+		for ( var i = start; i !== end; i += delta ) {
+
+			webglObject = renderList[ i ];
+
+			if ( webglObject.render ) {
+
+				object = webglObject.object;
+				buffer = webglObject.buffer;
+
+				if ( overrideMaterial ) {
+
+					material = overrideMaterial;
+
+				} else {
+
+					material = webglObject[ materialType ];
+
+					if ( ! material ) continue;
+
+					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+					_this.setDepthTest( material.depthTest );
+					_this.setDepthWrite( material.depthWrite );
+					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+				}
+
+				_this.setMaterialFaces( material );
+
+				if ( buffer instanceof THREE.BufferGeometry ) {
+
+					_this.renderBufferDirect( camera, lights, fog, material, buffer, object );
+
+				} else {
+
+					_this.renderBuffer( camera, lights, fog, material, buffer, object );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+		var webglObject, object, material, program;
+
+		for ( var i = 0, il = renderList.length; i < il; i ++ ) {
+
+			webglObject = renderList[ i ];
+			object = webglObject.object;
+
+			if ( object.visible ) {
+
+				if ( overrideMaterial ) {
+
+					material = overrideMaterial;
+
+				} else {
+
+					material = webglObject[ materialType ];
+
+					if ( ! material ) continue;
+
+					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+					_this.setDepthTest( material.depthTest );
+					_this.setDepthWrite( material.depthWrite );
+					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+				}
+
+				_this.renderImmediateObject( camera, lights, fog, material, object );
+
+			}
+
+		}
+
+	};
+
+	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
+
+		var program = setProgram( camera, lights, fog, material, object );
+
+		_currentGeometryGroupHash = -1;
+
+		_this.setMaterialFaces( material );
+
+		if ( object.immediateRenderCallback ) {
+
+			object.immediateRenderCallback( program, _gl, _frustum );
+
+		} else {
+
+			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
+
+		}
+
+	};
+
+	function unrollImmediateBufferMaterial ( globject ) {
+
+		var object = globject.object,
+			material = object.material;
+
+		if ( material.transparent ) {
+
+			globject.transparent = material;
+			globject.opaque = null;
+
+		} else {
+
+			globject.opaque = material;
+			globject.transparent = null;
+
+		}
+
+	};
+
+	function unrollBufferMaterial ( globject ) {
+
+		var object = globject.object,
+			buffer = globject.buffer,
+			material, materialIndex, meshMaterial;
+
+		meshMaterial = object.material;
+
+		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
+
+			materialIndex = buffer.materialIndex;
+
+			if ( materialIndex >= 0 ) {
+
+				material = meshMaterial.materials[ materialIndex ];
+
+				if ( material.transparent ) {
+
+					globject.transparent = material;
+					globject.opaque = null;
+
+				} else {
+
+					globject.opaque = material;
+					globject.transparent = null;
+
+				}
+
+			}
+
+		} else {
+
+			material = meshMaterial;
+
+			if ( material ) {
+
+				if ( material.transparent ) {
+
+					globject.transparent = material;
+					globject.opaque = null;
+
+				} else {
+
+					globject.opaque = material;
+					globject.transparent = null;
+
+				}
+
+			}
+
+		}
+
+	};
+
+	// Geometry splitting
+
+	function sortFacesByMaterial ( geometry ) {
+
+		var f, fl, face, materialIndex, vertices,
+			materialHash, groupHash,
+			hash_map = {};
+
+		var numMorphTargets = geometry.morphTargets.length;
+		var numMorphNormals = geometry.morphNormals.length;
+
+		geometry.geometryGroups = {};
+
+		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+			face = geometry.faces[ f ];
+			materialIndex = face.materialIndex;
+
+			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
+
+			if ( hash_map[ materialHash ] === undefined ) {
+
+				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
+
+			}
+
+			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
+
+			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+			}
+
+			vertices = face instanceof THREE.Face3 ? 3 : 4;
+
+			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
+
+				hash_map[ materialHash ].counter += 1;
+				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
+
+				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+				}
+
+			}
+
+			if ( face instanceof THREE.Face3 ) {
+
+				geometry.geometryGroups[ groupHash ].faces3.push( f );
+
+			} else {
+
+				geometry.geometryGroups[ groupHash ].faces4.push( f );
+
+			}
+
+			geometry.geometryGroups[ groupHash ].vertices += vertices;
+
+		}
+
+		geometry.geometryGroupsList = [];
+
+		for ( var g in geometry.geometryGroups ) {
+
+			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
+
+			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
+
+		}
+
+	};
+
+	// Objects refresh
+
+	this.initWebGLObjects = function ( scene ) {
+
+		if ( !scene.__webglObjects ) {
+
+			scene.__webglObjects = [];
+			scene.__webglObjectsImmediate = [];
+			scene.__webglSprites = [];
+			scene.__webglFlares = [];
+
+		}
+
+		while ( scene.__objectsAdded.length ) {
+
+			addObject( scene.__objectsAdded[ 0 ], scene );
+			scene.__objectsAdded.splice( 0, 1 );
+
+		}
+
+		while ( scene.__objectsRemoved.length ) {
+
+			removeObject( scene.__objectsRemoved[ 0 ], scene );
+			scene.__objectsRemoved.splice( 0, 1 );
+
+		}
+
+		// update must be called after objects adding / removal
+
+		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
+
+			updateObject( scene.__webglObjects[ o ].object );
+
+		}
+
+	};
+
+	// Objects adding
+
+	function addObject ( object, scene ) {
+
+		var g, geometry, geometryGroup;
+
+		if ( ! object.__webglInit ) {
+
+			object.__webglInit = true;
+
+			object._modelViewMatrix = new THREE.Matrix4();
+			object._normalMatrix = new THREE.Matrix3();
+
+			if ( object instanceof THREE.Mesh ) {
+
+				geometry = object.geometry;
+
+				if ( geometry instanceof THREE.Geometry ) {
+
+					if ( geometry.geometryGroups === undefined ) {
+
+						sortFacesByMaterial( geometry );
+
+					}
+
+					// create separate VBOs per geometry chunk
+
+					for ( g in geometry.geometryGroups ) {
+
+						geometryGroup = geometry.geometryGroups[ g ];
+
+						// initialise VBO on the first access
+
+						if ( ! geometryGroup.__webglVertexBuffer ) {
+
+							createMeshBuffers( geometryGroup );
+							initMeshBuffers( geometryGroup, object );
+
+							geometry.verticesNeedUpdate = true;
+							geometry.morphTargetsNeedUpdate = true;
+							geometry.elementsNeedUpdate = true;
+							geometry.uvsNeedUpdate = true;
+							geometry.normalsNeedUpdate = true;
+							geometry.tangentsNeedUpdate = true;
+							geometry.colorsNeedUpdate = true;
+
+						}
+
+					}
+
+				} else if ( geometry instanceof THREE.BufferGeometry ) {
+
+					initDirectBuffers( geometry );
+
+				}
+
+			} else if ( object instanceof THREE.Ribbon ) {
+
+				geometry = object.geometry;
+
+				if ( ! geometry.__webglVertexBuffer ) {
+
+					createRibbonBuffers( geometry );
+					initRibbonBuffers( geometry, object );
+
+					geometry.verticesNeedUpdate = true;
+					geometry.colorsNeedUpdate = true;
+					geometry.normalsNeedUpdate = true;
+
+				}
+
+			} else if ( object instanceof THREE.Line ) {
+
+				geometry = object.geometry;
+
+				if ( ! geometry.__webglVertexBuffer ) {
+
+					createLineBuffers( geometry );
+					initLineBuffers( geometry, object );
+
+					geometry.verticesNeedUpdate = true;
+					geometry.colorsNeedUpdate = true;
+					geometry.lineDistancesNeedUpdate = true;
+
+				}
+
+			} else if ( object instanceof THREE.ParticleSystem ) {
+
+				geometry = object.geometry;
+
+				if ( ! geometry.__webglVertexBuffer ) {
+
+					if ( geometry instanceof THREE.Geometry ) {
+
+						createParticleBuffers( geometry );
+						initParticleBuffers( geometry, object );
+
+						geometry.verticesNeedUpdate = true;
+						geometry.colorsNeedUpdate = true;
+
+					} else if ( geometry instanceof THREE.BufferGeometry ) {
+
+						initDirectBuffers( geometry );
+
+					}
+
+
+				}
+
+			}
+
+		}
+
+		if ( ! object.__webglActive ) {
+
+			if ( object instanceof THREE.Mesh ) {
+
+				geometry = object.geometry;
+
+				if ( geometry instanceof THREE.BufferGeometry ) {
+
+					addBuffer( scene.__webglObjects, geometry, object );
+
+				} else {
+
+					for ( g in geometry.geometryGroups ) {
+
+						geometryGroup = geometry.geometryGroups[ g ];
+
+						addBuffer( scene.__webglObjects, geometryGroup, object );
+
+					}
+
+				}
+
+			} else if ( object instanceof THREE.Ribbon ||
+						object instanceof THREE.Line ||
+						object instanceof THREE.ParticleSystem ) {
+
+				geometry = object.geometry;
+				addBuffer( scene.__webglObjects, geometry, object );
+
+			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+				addBufferImmediate( scene.__webglObjectsImmediate, object );
+
+			} else if ( object instanceof THREE.Sprite ) {
+
+				scene.__webglSprites.push( object );
+
+			} else if ( object instanceof THREE.LensFlare ) {
+
+				scene.__webglFlares.push( object );
+
+			}
+
+			object.__webglActive = true;
+
+		}
+
+	};
+
+	function addBuffer ( objlist, buffer, object ) {
+
+		objlist.push(
+			{
+				buffer: buffer,
+				object: object,
+				opaque: null,
+				transparent: null
+			}
+		);
+
+	};
+
+	function addBufferImmediate ( objlist, object ) {
+
+		objlist.push(
+			{
+				object: object,
+				opaque: null,
+				transparent: null
+			}
+		);
+
+	};
+
+	// Objects updates
+
+	function updateObject ( object ) {
+
+		var geometry = object.geometry,
+			geometryGroup, customAttributesDirty, material;
+
+		if ( object instanceof THREE.Mesh ) {
+
+			if ( geometry instanceof THREE.BufferGeometry ) {
+
+				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
+					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
+
+					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.elementsNeedUpdate = false;
+				geometry.uvsNeedUpdate = false;
+				geometry.normalsNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+				geometry.tangentsNeedUpdate = false;
+
+			} else {
+
+				// check all geometry groups
+
+				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
+
+					geometryGroup = geometry.geometryGroupsList[ i ];
+
+					material = getBufferMaterial( object, geometryGroup );
+
+					if ( geometry.buffersNeedUpdate ) {
+
+						initMeshBuffers( geometryGroup, object );
+
+					}
+
+					customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
+						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
+
+						setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
+
+					}
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.morphTargetsNeedUpdate = false;
+				geometry.elementsNeedUpdate = false;
+				geometry.uvsNeedUpdate = false;
+				geometry.normalsNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+				geometry.tangentsNeedUpdate = false;
+
+				geometry.buffersNeedUpdate = false;
+
+				material.attributes && clearCustomAttributes( material );
+
+			}
+
+		} else if ( object instanceof THREE.Ribbon ) {
+
+			material = getBufferMaterial( object, geometry );
+
+			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
+
+				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+			}
+
+			geometry.verticesNeedUpdate = false;
+			geometry.colorsNeedUpdate = false;
+			geometry.normalsNeedUpdate = false;
+
+			material.attributes && clearCustomAttributes( material );
+
+		} else if ( object instanceof THREE.Line ) {
+
+			material = getBufferMaterial( object, geometry );
+
+			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
+
+				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+			}
+
+			geometry.verticesNeedUpdate = false;
+			geometry.colorsNeedUpdate = false;
+			geometry.lineDistancesNeedUpdate = false;
+
+			material.attributes && clearCustomAttributes( material );
+
+		} else if ( object instanceof THREE.ParticleSystem ) {
+
+			if ( geometry instanceof THREE.BufferGeometry ) {
+
+				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
+
+					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+
+			} else {
+
+				material = getBufferMaterial( object, geometry );
+
+				customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
+
+					setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+
+				material.attributes && clearCustomAttributes( material );
+
+			}
+
+		}
+
+	};
+
+	// Objects updates - custom attributes check
+
+	function areCustomAttributesDirty ( material ) {
+
+		for ( var a in material.attributes ) {
+
+			if ( material.attributes[ a ].needsUpdate ) return true;
+
+		}
+
+		return false;
+
+	};
+
+	function clearCustomAttributes ( material ) {
+
+		for ( var a in material.attributes ) {
+
+			material.attributes[ a ].needsUpdate = false;
+
+		}
+
+	};
+
+	// Objects removal
+
+	function removeObject ( object, scene ) {
+
+		if ( object instanceof THREE.Mesh  ||
+			 object instanceof THREE.ParticleSystem ||
+			 object instanceof THREE.Ribbon ||
+			 object instanceof THREE.Line ) {
+
+			removeInstances( scene.__webglObjects, object );
+
+		} else if ( object instanceof THREE.Sprite ) {
+
+			removeInstancesDirect( scene.__webglSprites, object );
+
+		} else if ( object instanceof THREE.LensFlare ) {
+
+			removeInstancesDirect( scene.__webglFlares, object );
+
+		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+			removeInstances( scene.__webglObjectsImmediate, object );
+
+		}
+
+		object.__webglActive = false;
+
+	};
+
+	function removeInstances ( objlist, object ) {
+
+		for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+			if ( objlist[ o ].object === object ) {
+
+				objlist.splice( o, 1 );
+
+			}
+
+		}
+
+	};
+
+	function removeInstancesDirect ( objlist, object ) {
+
+		for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+			if ( objlist[ o ] === object ) {
+
+				objlist.splice( o, 1 );
+
+			}
+
+		}
+
+	};
+
+	// Materials
+
+	this.initMaterial = function ( material, lights, fog, object ) {
+
+		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
+
+		if ( material instanceof THREE.MeshDepthMaterial ) {
+
+			shaderID = 'depth';
+
+		} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+			shaderID = 'normal';
+
+		} else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+			shaderID = 'basic';
+
+		} else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+			shaderID = 'lambert';
+
+		} else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+			shaderID = 'phong';
+
+		} else if ( material instanceof THREE.LineBasicMaterial ) {
+
+			shaderID = 'basic';
+
+		} else if ( material instanceof THREE.LineDashedMaterial ) {
+
+			shaderID = 'dashed';
+
+		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+			shaderID = 'particle_basic';
+
+		}
+
+		if ( shaderID ) {
+
+			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
+
+		}
+
+		// heuristics to create shader parameters according to lights in the scene
+		// (not to blow over maxLights budget)
+
+		maxLightCount = allocateLights( lights );
+
+		maxShadows = allocateShadows( lights );
+
+		maxBones = allocateBones( object );
+
+		parameters = {
+
+			map: !!material.map,
+			envMap: !!material.envMap,
+			lightMap: !!material.lightMap,
+			bumpMap: !!material.bumpMap,
+			normalMap: !!material.normalMap,
+			specularMap: !!material.specularMap,
+
+			vertexColors: material.vertexColors,
+
+			fog: fog,
+			useFog: material.fog,
+			fogExp: fog instanceof THREE.FogExp2,
+
+			sizeAttenuation: material.sizeAttenuation,
+
+			skinning: material.skinning,
+			maxBones: maxBones,
+			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
+			boneTextureWidth: object && object.boneTextureWidth,
+			boneTextureHeight: object && object.boneTextureHeight,
+
+			morphTargets: material.morphTargets,
+			morphNormals: material.morphNormals,
+			maxMorphTargets: this.maxMorphTargets,
+			maxMorphNormals: this.maxMorphNormals,
+
+			maxDirLights: maxLightCount.directional,
+			maxPointLights: maxLightCount.point,
+			maxSpotLights: maxLightCount.spot,
+			maxHemiLights: maxLightCount.hemi,
+
+			maxShadows: maxShadows,
+			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
+			shadowMapSoft: this.shadowMapSoft,
+			shadowMapDebug: this.shadowMapDebug,
+			shadowMapCascade: this.shadowMapCascade,
+
+			alphaTest: material.alphaTest,
+			metal: material.metal,
+			perPixel: material.perPixel,
+			wrapAround: material.wrapAround,
+			doubleSided: material.side === THREE.DoubleSide,
+			flipSided: material.side === THREE.BackSide
+
+		};
+
+		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
+
+		var attributes = material.program.attributes;
+
+		if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
+		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
+		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
+		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
+		if ( attributes.lineDistance >= 0 ) _gl.enableVertexAttribArray( attributes.lineDistance );
+
+		if ( material.skinning &&
+			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
+
+			_gl.enableVertexAttribArray( attributes.skinIndex );
+			_gl.enableVertexAttribArray( attributes.skinWeight );
+
+		}
+
+		if ( material.attributes ) {
+
+			for ( a in material.attributes ) {
+
+				if ( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
+
+			}
+
+		}
+
+		if ( material.morphTargets ) {
+
+			material.numSupportedMorphTargets = 0;
+
+			var id, base = "morphTarget";
+
+			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
+
+				id = base + i;
+
+				if ( attributes[ id ] >= 0 ) {
+
+					_gl.enableVertexAttribArray( attributes[ id ] );
+					material.numSupportedMorphTargets ++;
+
+				}
+
+			}
+
+		}
+
+		if ( material.morphNormals ) {
+
+			material.numSupportedMorphNormals = 0;
+
+			var id, base = "morphNormal";
+
+			for ( i = 0; i < this.maxMorphNormals; i ++ ) {
+
+				id = base + i;
+
+				if ( attributes[ id ] >= 0 ) {
+
+					_gl.enableVertexAttribArray( attributes[ id ] );
+					material.numSupportedMorphNormals ++;
+
+				}
+
+			}
+
+		}
+
+		material.uniformsList = [];
+
+		for ( u in material.uniforms ) {
+
+			material.uniformsList.push( [ material.uniforms[ u ], u ] );
+
+		}
+
+	};
+
+	function setMaterialShaders( material, shaders ) {
+
+		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
+		material.vertexShader = shaders.vertexShader;
+		material.fragmentShader = shaders.fragmentShader;
+
+	};
+
+	function setProgram( camera, lights, fog, material, object ) {
+
+		_usedTextureUnits = 0;
+
+		if ( material.needsUpdate ) {
+
+			if ( material.program ) _this.deallocateMaterial( material );
+
+			_this.initMaterial( material, lights, fog, object );
+			material.needsUpdate = false;
+
+		}
+
+		if ( material.morphTargets ) {
+
+			if ( ! object.__webglMorphTargetInfluences ) {
+
+				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
+
+			}
+
+		}
+
+		var refreshMaterial = false;
+
+		var program = material.program,
+			p_uniforms = program.uniforms,
+			m_uniforms = material.uniforms;
+
+		if ( program !== _currentProgram ) {
+
+			_gl.useProgram( program );
+			_currentProgram = program;
+
+			refreshMaterial = true;
+
+		}
+
+		if ( material.id !== _currentMaterialId ) {
+
+			_currentMaterialId = material.id;
+			refreshMaterial = true;
+
+		}
+
+		if ( refreshMaterial || camera !== _currentCamera ) {
+
+			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
+
+			if ( camera !== _currentCamera ) _currentCamera = camera;
+
+		}
+
+		// skinning uniforms must be set even if material didn't change
+		// auto-setting of texture unit for bone texture must go before other textures
+		// not sure why, but otherwise weird things happen
+
+		if ( material.skinning ) {
+
+			if ( _supportsBoneTextures && object.useVertexTexture ) {
+
+				if ( p_uniforms.boneTexture !== null ) {
+
+					var textureUnit = getTextureUnit();
+
+					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+					_this.setTexture( object.boneTexture, textureUnit );
+
+				}
+
+			} else {
+
+				if ( p_uniforms.boneGlobalMatrices !== null ) {
+
+					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
+
+				}
+
+			}
+
+		}
+
+		if ( refreshMaterial ) {
+
+			// refresh uniforms common to several materials
+
+			if ( fog && material.fog ) {
+
+				refreshUniformsFog( m_uniforms, fog );
+
+			}
+
+			if ( material instanceof THREE.MeshPhongMaterial ||
+				 material instanceof THREE.MeshLambertMaterial ||
+				 material.lights ) {
+
+				if ( _lightsNeedUpdate ) {
+
+					setupLights( program, lights );
+					_lightsNeedUpdate = false;
+
+				}
+
+				refreshUniformsLights( m_uniforms, _lights );
+
+			}
+
+			if ( material instanceof THREE.MeshBasicMaterial ||
+				 material instanceof THREE.MeshLambertMaterial ||
+				 material instanceof THREE.MeshPhongMaterial ) {
+
+				refreshUniformsCommon( m_uniforms, material );
+
+			}
+
+			// refresh single material specific uniforms
+
+			if ( material instanceof THREE.LineBasicMaterial ) {
+
+				refreshUniformsLine( m_uniforms, material );
+
+			} else if ( material instanceof THREE.LineDashedMaterial ) {
+
+				refreshUniformsLine( m_uniforms, material );
+				refreshUniformsDash( m_uniforms, material );
+
+			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+				refreshUniformsParticle( m_uniforms, material );
+
+			} else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+				refreshUniformsPhong( m_uniforms, material );
+
+			} else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+				refreshUniformsLambert( m_uniforms, material );
+
+			} else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+				m_uniforms.mNear.value = camera.near;
+				m_uniforms.mFar.value = camera.far;
+				m_uniforms.opacity.value = material.opacity;
+
+			} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+				m_uniforms.opacity.value = material.opacity;
+
+			}
+
+			if ( object.receiveShadow && ! material._shadowPass ) {
+
+				refreshUniformsShadow( m_uniforms, lights );
+
+			}
+
+			// load common uniforms
+
+			loadUniformsGeneric( program, material.uniformsList );
+
+			// load material specific uniforms
+			// (shader material also gets them for the sake of genericity)
+
+			if ( material instanceof THREE.ShaderMaterial ||
+				 material instanceof THREE.MeshPhongMaterial ||
+				 material.envMap ) {
+
+				if ( p_uniforms.cameraPosition !== null ) {
+
+					var position = camera.matrixWorld.getPosition();
+					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
+
+				}
+
+			}
+
+			if ( material instanceof THREE.MeshPhongMaterial ||
+				 material instanceof THREE.MeshLambertMaterial ||
+				 material instanceof THREE.ShaderMaterial ||
+				 material.skinning ) {
+
+				if ( p_uniforms.viewMatrix !== null ) {
+
+					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
+
+				}
+
+			}
+
+		}
+
+		loadUniformsMatrices( p_uniforms, object );
+
+		if ( p_uniforms.modelMatrix !== null ) {
+
+			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
+
+		}
+
+		return program;
+
+	};
+
+	// Uniforms (refresh uniforms objects)
+
+	function refreshUniformsCommon ( uniforms, material ) {
+
+		uniforms.opacity.value = material.opacity;
+
+		if ( _this.gammaInput ) {
+
+			uniforms.diffuse.value.copyGammaToLinear( material.color );
+
+		} else {
+
+			uniforms.diffuse.value = material.color;
+
+		}
+
+		uniforms.map.value = material.map;
+		uniforms.lightMap.value = material.lightMap;
+		uniforms.specularMap.value = material.specularMap;
+
+		if ( material.bumpMap ) {
+
+			uniforms.bumpMap.value = material.bumpMap;
+			uniforms.bumpScale.value = material.bumpScale;
+
+		}
+
+		if ( material.normalMap ) {
+
+			uniforms.normalMap.value = material.normalMap;
+			uniforms.normalScale.value.copy( material.normalScale );
+
+		}
+
+		// uv repeat and offset setting priorities
+		//	1. color map
+		//	2. specular map
+		//	3. normal map
+		//	4. bump map
+
+		var uvScaleMap;
+
+		if ( material.map ) {
+
+			uvScaleMap = material.map;
+
+		} else if ( material.specularMap ) {
+
+			uvScaleMap = material.specularMap;
+
+		} else if ( material.normalMap ) {
+
+			uvScaleMap = material.normalMap;
+
+		} else if ( material.bumpMap ) {
+
+			uvScaleMap = material.bumpMap;
+
+		}
+
+		if ( uvScaleMap !== undefined ) {
+
+			var offset = uvScaleMap.offset;
+			var repeat = uvScaleMap.repeat;
+
+			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+		}
+
+		uniforms.envMap.value = material.envMap;
+		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
+
+		if ( _this.gammaInput ) {
+
+			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
+			uniforms.reflectivity.value = material.reflectivity;
+
+		} else {
+
+			uniforms.reflectivity.value = material.reflectivity;
+
+		}
+
+		uniforms.refractionRatio.value = material.refractionRatio;
+		uniforms.combine.value = material.combine;
+		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
+
+	};
+
+	function refreshUniformsLine ( uniforms, material ) {
+
+		uniforms.diffuse.value = material.color;
+		uniforms.opacity.value = material.opacity;
+
+	};
+
+	function refreshUniformsDash ( uniforms, material ) {
+
+		uniforms.dashSize.value = material.dashSize;
+		uniforms.totalSize.value = material.dashSize + material.gapSize;
+		uniforms.scale.value = material.scale;
+
+	};
+
+	function refreshUniformsParticle ( uniforms, material ) {
+
+		uniforms.psColor.value = material.color;
+		uniforms.opacity.value = material.opacity;
+		uniforms.size.value = material.size;
+		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
+
+		uniforms.map.value = material.map;
+
+	};
+
+	function refreshUniformsFog ( uniforms, fog ) {
+
+		uniforms.fogColor.value = fog.color;
+
+		if ( fog instanceof THREE.Fog ) {
+
+			uniforms.fogNear.value = fog.near;
+			uniforms.fogFar.value = fog.far;
+
+		} else if ( fog instanceof THREE.FogExp2 ) {
+
+			uniforms.fogDensity.value = fog.density;
+
+		}
+
+	};
+
+	function refreshUniformsPhong ( uniforms, material ) {
+
+		uniforms.shininess.value = material.shininess;
+
+		if ( _this.gammaInput ) {
+
+			uniforms.ambient.value.copyGammaToLinear( material.ambient );
+			uniforms.emissive.value.copyGammaToLinear( material.emissive );
+			uniforms.specular.value.copyGammaToLinear( material.specular );
+
+		} else {
+
+			uniforms.ambient.value = material.ambient;
+			uniforms.emissive.value = material.emissive;
+			uniforms.specular.value = material.specular;
+
+		}
+
+		if ( material.wrapAround ) {
+
+			uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+		}
+
+	};
+
+	function refreshUniformsLambert ( uniforms, material ) {
+
+		if ( _this.gammaInput ) {
+
+			uniforms.ambient.value.copyGammaToLinear( material.ambient );
+			uniforms.emissive.value.copyGammaToLinear( material.emissive );
+
+		} else {
+
+			uniforms.ambient.value = material.ambient;
+			uniforms.emissive.value = material.emissive;
+
+		}
+
+		if ( material.wrapAround ) {
+
+			uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+		}
+
+	};
+
+	function refreshUniformsLights ( uniforms, lights ) {
+
+		uniforms.ambientLightColor.value = lights.ambient;
+
+		uniforms.directionalLightColor.value = lights.directional.colors;
+		uniforms.directionalLightDirection.value = lights.directional.positions;
+
+		uniforms.pointLightColor.value = lights.point.colors;
+		uniforms.pointLightPosition.value = lights.point.positions;
+		uniforms.pointLightDistance.value = lights.point.distances;
+
+		uniforms.spotLightColor.value = lights.spot.colors;
+		uniforms.spotLightPosition.value = lights.spot.positions;
+		uniforms.spotLightDistance.value = lights.spot.distances;
+		uniforms.spotLightDirection.value = lights.spot.directions;
+		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
+		uniforms.spotLightExponent.value = lights.spot.exponents;
+
+		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
+		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
+		uniforms.hemisphereLightDirection.value = lights.hemi.positions;
+
+	};
+
+	function refreshUniformsShadow ( uniforms, lights ) {
+
+		if ( uniforms.shadowMatrix ) {
+
+			var j = 0;
+
+			for ( var i = 0, il = lights.length; i < il; i ++ ) {
+
+				var light = lights[ i ];
+
+				if ( ! light.castShadow ) continue;
+
+				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
+
+					uniforms.shadowMap.value[ j ] = light.shadowMap;
+					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
+
+					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
+
+					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
+					uniforms.shadowBias.value[ j ] = light.shadowBias;
+
+					j ++;
+
+				}
+
+			}
+
+		}
+
+	};
+
+	// Uniforms (load to GPU)
+
+	function loadUniformsMatrices ( uniforms, object ) {
+
+		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
+
+		if ( uniforms.normalMatrix ) {
+
+			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
+
+		}
+
+	};
+
+	function getTextureUnit() {
+
+		var textureUnit = _usedTextureUnits;
+
+		if ( textureUnit >= _maxTextures ) {
+
+			console.warn( "Trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
+
+		}
+
+		_usedTextureUnits += 1;
+
+		return textureUnit;
+
+	};
+
+	function loadUniformsGeneric ( program, uniforms ) {
+
+		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
+
+		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
+
+			location = program.uniforms[ uniforms[ j ][ 1 ] ];
+			if ( !location ) continue;
+
+			uniform = uniforms[ j ][ 0 ];
+
+			type = uniform.type;
+			value = uniform.value;
+
+			if ( type === "i" ) { // single integer
+
+				_gl.uniform1i( location, value );
+
+			} else if ( type === "f" ) { // single float
+
+				_gl.uniform1f( location, value );
+
+			} else if ( type === "v2" ) { // single THREE.Vector2
+
+				_gl.uniform2f( location, value.x, value.y );
+
+			} else if ( type === "v3" ) { // single THREE.Vector3
+
+				_gl.uniform3f( location, value.x, value.y, value.z );
+
+			} else if ( type === "v4" ) { // single THREE.Vector4
+
+				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
+
+			} else if ( type === "c" ) { // single THREE.Color
+
+				_gl.uniform3f( location, value.r, value.g, value.b );
+
+			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
+
+				_gl.uniform1iv( location, value );
+
+			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
+
+				_gl.uniform3iv( location, value );
+
+			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
+
+				_gl.uniform1fv( location, value );
+
+			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
+
+				_gl.uniform3fv( location, value );
+
+			} else if ( type === "v2v" ) { // array of THREE.Vector2
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 2 * value.length );
+
+				}
+
+				for ( i = 0, il = value.length; i < il; i ++ ) {
+
+					offset = i * 2;
+
+					uniform._array[ offset ] 	 = value[ i ].x;
+					uniform._array[ offset + 1 ] = value[ i ].y;
+
+				}
+
+				_gl.uniform2fv( location, uniform._array );
+
+			} else if ( type === "v3v" ) { // array of THREE.Vector3
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 3 * value.length );
+
+				}
+
+				for ( i = 0, il = value.length; i < il; i ++ ) {
+
+					offset = i * 3;
+
+					uniform._array[ offset ] 	 = value[ i ].x;
+					uniform._array[ offset + 1 ] = value[ i ].y;
+					uniform._array[ offset + 2 ] = value[ i ].z;
+
+				}
+
+				_gl.uniform3fv( location, uniform._array );
+
+			} else if ( type === "v4v" ) { // array of THREE.Vector4
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 4 * value.length );
+
+				}
+
+				for ( i = 0, il = value.length; i < il; i ++ ) {
+
+					offset = i * 4;
+
+					uniform._array[ offset ] 	 = value[ i ].x;
+					uniform._array[ offset + 1 ] = value[ i ].y;
+					uniform._array[ offset + 2 ] = value[ i ].z;
+					uniform._array[ offset + 3 ] = value[ i ].w;
+
+				}
+
+				_gl.uniform4fv( location, uniform._array );
+
+			} else if ( type === "m4") { // single THREE.Matrix4
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 16 );
+
+				}
+
+				value.flattenToArray( uniform._array );
+				_gl.uniformMatrix4fv( location, false, uniform._array );
+
+			} else if ( type === "m4v" ) { // array of THREE.Matrix4
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 16 * value.length );
+
+				}
+
+				for ( i = 0, il = value.length; i < il; i ++ ) {
+
+					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
+
+				}
+
+				_gl.uniformMatrix4fv( location, false, uniform._array );
+
+			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
+
+				texture = value;
+				textureUnit = getTextureUnit();
+
+				_gl.uniform1i( location, textureUnit );
+
+				if ( !texture ) continue;
+
+				if ( texture.image instanceof Array && texture.image.length === 6 ) {
+
+					setCubeTexture( texture, textureUnit );
+
+				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+					setCubeTextureDynamic( texture, textureUnit );
+
+				} else {
+
+					_this.setTexture( texture, textureUnit );
+
+				}
+
+			} else if ( type === "tv" ) { // array of THREE.Texture (2d)
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = [];
+
+				}
+
+				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+					uniform._array[ i ] = getTextureUnit();
+
+				}
+
+				_gl.uniform1iv( location, uniform._array );
+
+				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+					texture = uniform.value[ i ];
+					textureUnit = uniform._array[ i ];
+
+					if ( !texture ) continue;
+
+					_this.setTexture( texture, textureUnit );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function setupMatrices ( object, camera ) {
+
+		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
+
+		object._normalMatrix.getInverse( object._modelViewMatrix );
+		object._normalMatrix.transpose();
+
+	};
+
+	//
+
+	function setColorGamma( array, offset, color, intensitySq ) {
+
+		array[ offset ]     = color.r * color.r * intensitySq;
+		array[ offset + 1 ] = color.g * color.g * intensitySq;
+		array[ offset + 2 ] = color.b * color.b * intensitySq;
+
+	};
+
+	function setColorLinear( array, offset, color, intensity ) {
+
+		array[ offset ]     = color.r * intensity;
+		array[ offset + 1 ] = color.g * intensity;
+		array[ offset + 2 ] = color.b * intensity;
+
+	};
+
+	function setupLights ( program, lights ) {
+
+		var l, ll, light, n,
+		r = 0, g = 0, b = 0,
+		color, skyColor, groundColor,
+		intensity,  intensitySq,
+		position,
+		distance,
+
+		zlights = _lights,
+
+		dirColors = zlights.directional.colors,
+		dirPositions = zlights.directional.positions,
+
+		pointColors = zlights.point.colors,
+		pointPositions = zlights.point.positions,
+		pointDistances = zlights.point.distances,
+
+		spotColors = zlights.spot.colors,
+		spotPositions = zlights.spot.positions,
+		spotDistances = zlights.spot.distances,
+		spotDirections = zlights.spot.directions,
+		spotAnglesCos = zlights.spot.anglesCos,
+		spotExponents = zlights.spot.exponents,
+
+		hemiSkyColors = zlights.hemi.skyColors,
+		hemiGroundColors = zlights.hemi.groundColors,
+		hemiPositions = zlights.hemi.positions,
+
+		dirLength = 0,
+		pointLength = 0,
+		spotLength = 0,
+		hemiLength = 0,
+
+		dirCount = 0,
+		pointCount = 0,
+		spotCount = 0,
+		hemiCount = 0,
+
+		dirOffset = 0,
+		pointOffset = 0,
+		spotOffset = 0,
+		hemiOffset = 0;
+
+		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+			light = lights[ l ];
+
+			if ( light.onlyShadow ) continue;
+
+			color = light.color;
+			intensity = light.intensity;
+			distance = light.distance;
+
+			if ( light instanceof THREE.AmbientLight ) {
+
+				if ( ! light.visible ) continue;
+
+				if ( _this.gammaInput ) {
+
+					r += color.r * color.r;
+					g += color.g * color.g;
+					b += color.b * color.b;
+
+				} else {
+
+					r += color.r;
+					g += color.g;
+					b += color.b;
+
+				}
+
+			} else if ( light instanceof THREE.DirectionalLight ) {
+
+				dirCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				dirOffset = dirLength * 3;
+
+				if ( _this.gammaInput ) {
+
+					setColorGamma( dirColors, dirOffset, color, intensity * intensity );
+
+				} else {
+
+					setColorLinear( dirColors, dirOffset, color, intensity );
+
+				}
+
+				_direction.copy( light.matrixWorld.getPosition() );
+				_direction.subSelf( light.target.matrixWorld.getPosition() );
+				_direction.normalize();
+
+				dirPositions[ dirOffset ]     = _direction.x;
+				dirPositions[ dirOffset + 1 ] = _direction.y;
+				dirPositions[ dirOffset + 2 ] = _direction.z;
+
+				dirLength += 1;
+
+			} else if ( light instanceof THREE.PointLight ) {
+
+				pointCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				pointOffset = pointLength * 3;
+
+				if ( _this.gammaInput ) {
+
+					setColorGamma( pointColors, pointOffset, color, intensity * intensity );
+
+				} else {
+
+					setColorLinear( pointColors, pointOffset, color, intensity );
+
+				}
+
+				position = light.matrixWorld.getPosition();
+
+				pointPositions[ pointOffset ]     = position.x;
+				pointPositions[ pointOffset + 1 ] = position.y;
+				pointPositions[ pointOffset + 2 ] = position.z;
+
+				pointDistances[ pointLength ] = distance;
+
+				pointLength += 1;
+
+			} else if ( light instanceof THREE.SpotLight ) {
+
+				spotCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				spotOffset = spotLength * 3;
+
+				if ( _this.gammaInput ) {
+
+					setColorGamma( spotColors, spotOffset, color, intensity * intensity );
+
+				} else {
+
+					setColorLinear( spotColors, spotOffset, color, intensity );
+
+				}
+
+				position = light.matrixWorld.getPosition();
+
+				spotPositions[ spotOffset ]     = position.x;
+				spotPositions[ spotOffset + 1 ] = position.y;
+				spotPositions[ spotOffset + 2 ] = position.z;
+
+				spotDistances[ spotLength ] = distance;
+
+				_direction.copy( position );
+				_direction.subSelf( light.target.matrixWorld.getPosition() );
+				_direction.normalize();
+
+				spotDirections[ spotOffset ]     = _direction.x;
+				spotDirections[ spotOffset + 1 ] = _direction.y;
+				spotDirections[ spotOffset + 2 ] = _direction.z;
+
+				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
+				spotExponents[ spotLength ] = light.exponent;
+
+				spotLength += 1;
+
+			} else if ( light instanceof THREE.HemisphereLight ) {
+
+				hemiCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				skyColor = light.color;
+				groundColor = light.groundColor;
+
+				hemiOffset = hemiLength * 3;
+
+				if ( _this.gammaInput ) {
+
+					intensitySq = intensity * intensity;
+
+					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
+					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
+
+				} else {
+
+					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
+					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
+
+				}
+
+				_direction.copy( light.matrixWorld.getPosition() );
+				_direction.normalize();
+
+				hemiPositions[ hemiOffset ]     = _direction.x;
+				hemiPositions[ hemiOffset + 1 ] = _direction.y;
+				hemiPositions[ hemiOffset + 2 ] = _direction.z;
+
+				hemiLength += 1;
+
+			}
+
+		}
+
+		// null eventual remains from removed lights
+		// (this is to avoid if in shader)
+
+		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
+		for ( l = dirLength * 3, ll = Math.max( dirPositions.length, dirCount * 3 ); l < ll; l ++ ) dirPositions[ l ] = 0.0;
+
+		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
+		for ( l = pointLength * 3, ll = Math.max( pointPositions.length, pointCount * 3 ); l < ll; l ++ ) pointPositions[ l ] = 0.0;
+		for ( l = pointLength, ll = Math.max( pointDistances.length, pointCount ); l < ll; l ++ ) pointDistances[ l ] = 0.0;
+
+		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
+		for ( l = spotLength * 3, ll = Math.max( spotPositions.length, spotCount * 3 ); l < ll; l ++ ) spotPositions[ l ] = 0.0;
+		for ( l = spotLength * 3, ll = Math.max( spotDirections.length, spotCount * 3 ); l < ll; l ++ ) spotDirections[ l ] = 0.0;
+		for ( l = spotLength, ll = Math.max( spotAnglesCos.length, spotCount ); l < ll; l ++ ) spotAnglesCos[ l ] = 0.0;
+		for ( l = spotLength, ll = Math.max( spotExponents.length, spotCount ); l < ll; l ++ ) spotExponents[ l ] = 0.0;
+		for ( l = spotLength, ll = Math.max( spotDistances.length, spotCount ); l < ll; l ++ ) spotDistances[ l ] = 0.0;
+
+		for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
+		for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
+		for ( l = hemiLength * 3, ll = Math.max( hemiPositions.length, hemiCount * 3 ); l < ll; l ++ ) hemiPositions[ l ] = 0.0;
+
+		zlights.directional.length = dirLength;
+		zlights.point.length = pointLength;
+		zlights.spot.length = spotLength;
+		zlights.hemi.length = hemiLength;
+
+		zlights.ambient[ 0 ] = r;
+		zlights.ambient[ 1 ] = g;
+		zlights.ambient[ 2 ] = b;
+
+	};
+
+	// GL state setting
+
+	this.setFaceCulling = function ( cullFace, frontFace ) {
+
+		if ( cullFace ) {
+
+			if ( !frontFace || frontFace === "ccw" ) {
+
+				_gl.frontFace( _gl.CCW );
+
+			} else {
+
+				_gl.frontFace( _gl.CW );
+
+			}
+
+			if( cullFace === "back" ) {
+
+				_gl.cullFace( _gl.BACK );
+
+			} else if( cullFace === "front" ) {
+
+				_gl.cullFace( _gl.FRONT );
+
+			} else {
+
+				_gl.cullFace( _gl.FRONT_AND_BACK );
+
+			}
+
+			_gl.enable( _gl.CULL_FACE );
+
+		} else {
+
+			_gl.disable( _gl.CULL_FACE );
+
+		}
+
+	};
+
+	this.setMaterialFaces = function ( material ) {
+
+		var doubleSided = material.side === THREE.DoubleSide;
+		var flipSided = material.side === THREE.BackSide;
+
+		if ( _oldDoubleSided !== doubleSided ) {
+
+			if ( doubleSided ) {
+
+				_gl.disable( _gl.CULL_FACE );
+
+			} else {
+
+				_gl.enable( _gl.CULL_FACE );
+
+			}
+
+			_oldDoubleSided = doubleSided;
+
+		}
+
+		if ( _oldFlipSided !== flipSided ) {
+
+			if ( flipSided ) {
+
+				_gl.frontFace( _gl.CW );
+
+			} else {
+
+				_gl.frontFace( _gl.CCW );
+
+			}
+
+			_oldFlipSided = flipSided;
+
+		}
+
+	};
+
+	this.setDepthTest = function ( depthTest ) {
+
+		if ( _oldDepthTest !== depthTest ) {
+
+			if ( depthTest ) {
+
+				_gl.enable( _gl.DEPTH_TEST );
+
+			} else {
+
+				_gl.disable( _gl.DEPTH_TEST );
+
+			}
+
+			_oldDepthTest = depthTest;
+
+		}
+
+	};
+
+	this.setDepthWrite = function ( depthWrite ) {
+
+		if ( _oldDepthWrite !== depthWrite ) {
+
+			_gl.depthMask( depthWrite );
+			_oldDepthWrite = depthWrite;
+
+		}
+
+	};
+
+	function setLineWidth ( width ) {
+
+		if ( width !== _oldLineWidth ) {
+
+			_gl.lineWidth( width );
+
+			_oldLineWidth = width;
+
+		}
+
+	};
+
+	function setPolygonOffset ( polygonoffset, factor, units ) {
+
+		if ( _oldPolygonOffset !== polygonoffset ) {
+
+			if ( polygonoffset ) {
+
+				_gl.enable( _gl.POLYGON_OFFSET_FILL );
+
+			} else {
+
+				_gl.disable( _gl.POLYGON_OFFSET_FILL );
+
+			}
+
+			_oldPolygonOffset = polygonoffset;
+
+		}
+
+		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
+
+			_gl.polygonOffset( factor, units );
+
+			_oldPolygonOffsetFactor = factor;
+			_oldPolygonOffsetUnits = units;
+
+		}
+
+	};
+
+	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
+
+		if ( blending !== _oldBlending ) {
+
+			if ( blending === THREE.NoBlending ) {
+
+				_gl.disable( _gl.BLEND );
+
+			} else if ( blending === THREE.AdditiveBlending ) {
+
+				_gl.enable( _gl.BLEND );
+				_gl.blendEquation( _gl.FUNC_ADD );
+				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
+
+			} else if ( blending === THREE.SubtractiveBlending ) {
+
+				// TODO: Find blendFuncSeparate() combination
+				_gl.enable( _gl.BLEND );
+				_gl.blendEquation( _gl.FUNC_ADD );
+				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
+
+			} else if ( blending === THREE.MultiplyBlending ) {
+
+				// TODO: Find blendFuncSeparate() combination
+				_gl.enable( _gl.BLEND );
+				_gl.blendEquation( _gl.FUNC_ADD );
+				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
+
+			} else if ( blending === THREE.CustomBlending ) {
+
+				_gl.enable( _gl.BLEND );
+
+			} else {
+
+				_gl.enable( _gl.BLEND );
+				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
+				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
+
+			}
+
+			_oldBlending = blending;
+
+		}
+
+		if ( blending === THREE.CustomBlending ) {
+
+			if ( blendEquation !== _oldBlendEquation ) {
+
+				_gl.blendEquation( paramThreeToGL( blendEquation ) );
+
+				_oldBlendEquation = blendEquation;
+
+			}
+
+			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
+
+				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
+
+				_oldBlendSrc = blendSrc;
+				_oldBlendDst = blendDst;
+
+			}
+
+		} else {
+
+			_oldBlendEquation = null;
+			_oldBlendSrc = null;
+			_oldBlendDst = null;
+
+		}
+
+	};
+
+	// Defines
+
+	function generateDefines ( defines ) {
+
+		var value, chunk, chunks = [];
+
+		for ( var d in defines ) {
+
+			value = defines[ d ];
+			if ( value === false ) continue;
+
+			chunk = "#define " + d + " " + value;
+			chunks.push( chunk );
+
+		}
+
+		return chunks.join( "\n" );
+
+	};
+
+	// Shaders
+
+	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
+
+		var p, pl, d, program, code;
+		var chunks = [];
+
+		// Generate code
+
+		if ( shaderID ) {
+
+			chunks.push( shaderID );
+
+		} else {
+
+			chunks.push( fragmentShader );
+			chunks.push( vertexShader );
+
+		}
+
+		for ( d in defines ) {
+
+			chunks.push( d );
+			chunks.push( defines[ d ] );
+
+		}
+
+		for ( p in parameters ) {
+
+			chunks.push( p );
+			chunks.push( parameters[ p ] );
+
+		}
+
+		code = chunks.join();
+
+		// Check if code has been already compiled
+
+		for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
+
+			var programInfo = _programs[ p ];
+
+			if ( programInfo.code === code ) {
+
+				//console.log( "Code already compiled." /*: \n\n" + code*/ );
+
+				programInfo.usedTimes ++;
+
+				return programInfo.program;
+
+			}
+
+		}
+
+		//console.log( "building new program " );
+
+		//
+
+		var customDefines = generateDefines( defines );
+
+		//
+
+		program = _gl.createProgram();
+
+		var prefix_vertex = [
+
+			"precision " + _precision + " float;",
+
+			customDefines,
+
+			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
+
+			_this.gammaInput ? "#define GAMMA_INPUT" : "",
+			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+			"#define MAX_SHADOWS " + parameters.maxShadows,
+
+			"#define MAX_BONES " + parameters.maxBones,
+
+			parameters.map ? "#define USE_MAP" : "",
+			parameters.envMap ? "#define USE_ENVMAP" : "",
+			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+			parameters.normalMap ? "#define USE_NORMALMAP" : "",
+			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+			parameters.vertexColors ? "#define USE_COLOR" : "",
+
+			parameters.skinning ? "#define USE_SKINNING" : "",
+			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
+			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
+			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
+
+			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
+			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
+			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+			parameters.wrapAround ? "#define WRAP_AROUND" : "",
+			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+			parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
+			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
+
+			"uniform mat4 modelMatrix;",
+			"uniform mat4 modelViewMatrix;",
+			"uniform mat4 projectionMatrix;",
+			"uniform mat4 viewMatrix;",
+			"uniform mat3 normalMatrix;",
+			"uniform vec3 cameraPosition;",
+
+			"attribute vec3 position;",
+			"attribute vec3 normal;",
+			"attribute vec2 uv;",
+			"attribute vec2 uv2;",
+
+			"#ifdef USE_COLOR",
+
+				"attribute vec3 color;",
+
+			"#endif",
+
+			"#ifdef USE_MORPHTARGETS",
+
+				"attribute vec3 morphTarget0;",
+				"attribute vec3 morphTarget1;",
+				"attribute vec3 morphTarget2;",
+				"attribute vec3 morphTarget3;",
+
+				"#ifdef USE_MORPHNORMALS",
+
+					"attribute vec3 morphNormal0;",
+					"attribute vec3 morphNormal1;",
+					"attribute vec3 morphNormal2;",
+					"attribute vec3 morphNormal3;",
+
+				"#else",
+
+					"attribute vec3 morphTarget4;",
+					"attribute vec3 morphTarget5;",
+					"attribute vec3 morphTarget6;",
+					"attribute vec3 morphTarget7;",
+
+				"#endif",
+
+			"#endif",
+
+			"#ifdef USE_SKINNING",
+
+				"attribute vec4 skinIndex;",
+				"attribute vec4 skinWeight;",
+
+			"#endif",
+
+			""
+
+		].join("\n");
+
+		var prefix_fragment = [
+
+			"precision " + _precision + " float;",
+
+			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
+
+			customDefines,
+
+			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+			"#define MAX_SHADOWS " + parameters.maxShadows,
+
+			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
+
+			_this.gammaInput ? "#define GAMMA_INPUT" : "",
+			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
+			( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
+
+			parameters.map ? "#define USE_MAP" : "",
+			parameters.envMap ? "#define USE_ENVMAP" : "",
+			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+			parameters.normalMap ? "#define USE_NORMALMAP" : "",
+			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+			parameters.vertexColors ? "#define USE_COLOR" : "",
+
+			parameters.metal ? "#define METAL" : "",
+			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+			parameters.wrapAround ? "#define WRAP_AROUND" : "",
+			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+			parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
+			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+			"uniform mat4 viewMatrix;",
+			"uniform vec3 cameraPosition;",
+			""
+
+		].join("\n");
+
+		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
+		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
+
+		_gl.attachShader( program, glVertexShader );
+		_gl.attachShader( program, glFragmentShader );
+
+		_gl.linkProgram( program );
+
+		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
+
+			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
+
+		}
+
+		// clean up
+
+		_gl.deleteShader( glFragmentShader );
+		_gl.deleteShader( glVertexShader );
+
+		//console.log( prefix_fragment + fragmentShader );
+		//console.log( prefix_vertex + vertexShader );
+
+		program.uniforms = {};
+		program.attributes = {};
+
+		var identifiers, u, a, i;
+
+		// cache uniform locations
+
+		identifiers = [
+
+			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
+			'morphTargetInfluences'
+
+		];
+
+		if ( parameters.useVertexTexture ) {
+
+			identifiers.push( 'boneTexture' );
+
+		} else {
+
+			identifiers.push( 'boneGlobalMatrices' );
+
+		}
+
+		for ( u in uniforms ) {
+
+			identifiers.push( u );
+
+		}
+
+		cacheUniformLocations( program, identifiers );
+
+		// cache attributes locations
+
+		identifiers = [
+
+			"position", "normal", "uv", "uv2", "tangent", "color",
+			"skinIndex", "skinWeight", "lineDistance"
+
+		];
+
+		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
+
+			identifiers.push( "morphTarget" + i );
+
+		}
+
+		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
+
+			identifiers.push( "morphNormal" + i );
+
+		}
+
+		for ( a in attributes ) {
+
+			identifiers.push( a );
+
+		}
+
+		cacheAttributeLocations( program, identifiers );
+
+		program.id = _programs_counter ++;
+
+		_programs.push( { program: program, code: code, usedTimes: 1 } );
+
+		_this.info.memory.programs = _programs.length;
+
+		return program;
+
+	};
+
+	// Shader parameters cache
+
+	function cacheUniformLocations ( program, identifiers ) {
+
+		var i, l, id;
+
+		for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+			id = identifiers[ i ];
+			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
+
+		}
+
+	};
+
+	function cacheAttributeLocations ( program, identifiers ) {
+
+		var i, l, id;
+
+		for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+			id = identifiers[ i ];
+			program.attributes[ id ] = _gl.getAttribLocation( program, id );
+
+		}
+
+	};
+
+	function addLineNumbers ( string ) {
+
+		var chunks = string.split( "\n" );
+
+		for ( var i = 0, il = chunks.length; i < il; i ++ ) {
+
+			// Chrome reports shader errors on lines
+			// starting counting from 1
+
+			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
+
+		}
+
+		return chunks.join( "\n" );
+
+	};
+
+	function getShader ( type, string ) {
+
+		var shader;
+
+		if ( type === "fragment" ) {
+
+			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
+
+		} else if ( type === "vertex" ) {
+
+			shader = _gl.createShader( _gl.VERTEX_SHADER );
+
+		}
+
+		_gl.shaderSource( shader, string );
+		_gl.compileShader( shader );
+
+		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
+
+			console.error( _gl.getShaderInfoLog( shader ) );
+			console.error( addLineNumbers( string ) );
+			return null;
+
+		}
+
+		return shader;
+
+	};
+
+	// Textures
+
+
+	function isPowerOfTwo ( value ) {
+
+		return ( value & ( value - 1 ) ) === 0;
+
+	};
+
+	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
+
+		if ( isImagePowerOfTwo ) {
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
+			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
+
+		} else {
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
+
+		}
+
+		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
+
+			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
+
+				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
+				texture.__oldAnisotropy = texture.anisotropy;
+
+			}
+
+		}
+
+	};
+
+	this.setTexture = function ( texture, slot ) {
+
+		if ( texture.needsUpdate ) {
+
+			if ( ! texture.__webglInit ) {
+
+				texture.__webglInit = true;
+				texture.__webglTexture = _gl.createTexture();
+
+				_this.info.memory.textures ++;
+
+			}
+
+			_gl.activeTexture( _gl.TEXTURE0 + slot );
+			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
+
+			var image = texture.image,
+			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+			glFormat = paramThreeToGL( texture.format ),
+			glType = paramThreeToGL( texture.type );
+
+			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
+
+			if ( texture instanceof THREE.CompressedTexture ) {
+
+				var mipmap, mipmaps = texture.mipmaps;
+
+				for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+					mipmap = mipmaps[ i ];
+					_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+				}
+
+			} else if ( texture instanceof THREE.DataTexture ) {
+
+				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
+
+			} else {
+
+				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
+
+			}
+
+			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+			texture.needsUpdate = false;
+
+			if ( texture.onUpdate ) texture.onUpdate();
+
+		} else {
+
+			_gl.activeTexture( _gl.TEXTURE0 + slot );
+			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+		}
+
+	};
+
+	function clampToMaxSize ( image, maxSize ) {
+
+		if ( image.width <= maxSize && image.height <= maxSize ) {
+
+			return image;
+
+		}
+
+		// Warning: Scaling through the canvas will only work with images that use
+		// premultiplied alpha.
+
+		var maxDimension = Math.max( image.width, image.height );
+		var newWidth = Math.floor( image.width * maxSize / maxDimension );
+		var newHeight = Math.floor( image.height * maxSize / maxDimension );
+
+		var canvas = document.createElement( 'canvas' );
+		canvas.width = newWidth;
+		canvas.height = newHeight;
+
+		var ctx = canvas.getContext( "2d" );
+		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
+
+		return canvas;
+
+	}
+
+	function setCubeTexture ( texture, slot ) {
+
+		if ( texture.image.length === 6 ) {
+
+			if ( texture.needsUpdate ) {
+
+				if ( ! texture.image.__webglTextureCube ) {
+
+					texture.image.__webglTextureCube = _gl.createTexture();
+
+				}
+
+				_gl.activeTexture( _gl.TEXTURE0 + slot );
+				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+
+				var isCompressed = texture instanceof THREE.CompressedTexture;
+
+				var cubeImage = [];
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					if ( _this.autoScaleCubemaps && ! isCompressed ) {
+
+						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
+
+					} else {
+
+						cubeImage[ i ] = texture.image[ i ];
+
+					}
+
+				}
+
+				var image = cubeImage[ 0 ],
+				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+				glFormat = paramThreeToGL( texture.format ),
+				glType = paramThreeToGL( texture.type );
+
+				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					if ( isCompressed ) {
+
+						var mipmap, mipmaps = cubeImage[ i ].mipmaps;
+
+						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+
+							mipmap = mipmaps[ j ];
+							_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+						}
+
+					} else {
+
+						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
+
+					}
+
+				}
+
+				if ( texture.generateMipmaps && isImagePowerOfTwo ) {
+
+					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+				}
+
+				texture.needsUpdate = false;
+
+				if ( texture.onUpdate ) texture.onUpdate();
+
+			} else {
+
+				_gl.activeTexture( _gl.TEXTURE0 + slot );
+				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+			}
+
+		}
+
+	};
+
+	function setCubeTextureDynamic ( texture, slot ) {
+
+		_gl.activeTexture( _gl.TEXTURE0 + slot );
+		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
+
+	};
+
+	// Render targets
+
+	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
+
+		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
+
+	};
+
+	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
+
+		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
+
+		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
+			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+		/* For some reason this is not working. Defaulting to RGBA4.
+		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
+			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+		*/
+		} else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
+			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+		} else {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
+
+		}
+
+	};
+
+	this.setRenderTarget = function ( renderTarget ) {
+
+		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+
+		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
+
+			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
+			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
+
+			renderTarget.__webglTexture = _gl.createTexture();
+
+			// Setup texture, create render and frame buffers
+
+			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
+				glFormat = paramThreeToGL( renderTarget.format ),
+				glType = paramThreeToGL( renderTarget.type );
+
+			if ( isCube ) {
+
+				renderTarget.__webglFramebuffer = [];
+				renderTarget.__webglRenderbuffer = [];
+
+				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
+
+					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
+					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
+
+				}
+
+				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+			} else {
+
+				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
+				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
+
+				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
+
+				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
+				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
+
+				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+			}
+
+			// Release everything
+
+			if ( isCube ) {
+
+				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+			} else {
+
+				_gl.bindTexture( _gl.TEXTURE_2D, null );
+
+			}
+
+			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
+			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
+
+		}
+
+		var framebuffer, width, height, vx, vy;
+
+		if ( renderTarget ) {
+
+			if ( isCube ) {
+
+				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
+
+			} else {
+
+				framebuffer = renderTarget.__webglFramebuffer;
+
+			}
+
+			width = renderTarget.width;
+			height = renderTarget.height;
+
+			vx = 0;
+			vy = 0;
+
+		} else {
+
+			framebuffer = null;
+
+			width = _viewportWidth;
+			height = _viewportHeight;
+
+			vx = _viewportX;
+			vy = _viewportY;
+
+		}
+
+		if ( framebuffer !== _currentFramebuffer ) {
+
+			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+			_gl.viewport( vx, vy, width, height );
+
+			_currentFramebuffer = framebuffer;
+
+		}
+
+		_currentWidth = width;
+		_currentHeight = height;
+
+	};
+
+	function updateRenderTargetMipmap ( renderTarget ) {
+
+		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+		} else {
+
+			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+			_gl.generateMipmap( _gl.TEXTURE_2D );
+			_gl.bindTexture( _gl.TEXTURE_2D, null );
+
+		}
+
+	};
+
+	// Fallback filters for non-power-of-2 textures
+
+	function filterFallback ( f ) {
+
+		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
+
+			return _gl.NEAREST;
+
+		}
+
+		return _gl.LINEAR;
+
+	};
+
+	// Map three.js constants to WebGL constants
+
+	function paramThreeToGL ( p ) {
+
+		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
+		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
+		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
+
+		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
+		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
+		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
+
+		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
+		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
+		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
+
+		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
+		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
+		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
+		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
+
+		if ( p === THREE.ByteType ) return _gl.BYTE;
+		if ( p === THREE.ShortType ) return _gl.SHORT;
+		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
+		if ( p === THREE.IntType ) return _gl.INT;
+		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
+		if ( p === THREE.FloatType ) return _gl.FLOAT;
+
+		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
+		if ( p === THREE.RGBFormat ) return _gl.RGB;
+		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
+		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
+		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
+
+		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
+		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
+		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
+
+		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
+		if ( p === THREE.OneFactor ) return _gl.ONE;
+		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
+		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
+		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
+		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
+		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
+		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
+
+		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
+		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
+		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
+
+		if ( _glExtensionCompressedTextureS3TC !== undefined ) {
+
+			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
+			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
+			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
+			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
+
+		}
+
+		return 0;
+
+	};
+
+	// Allocations
+
+	function allocateBones ( object ) {
+
+		if ( _supportsBoneTextures && object && object.useVertexTexture ) {
+
+			return 1024;
+
+		} else {
+
+			// default for when object is not specified
+			// ( for example when prebuilding shader
+			//   to be used with multiple objects )
+			//
+			// 	- leave some extra space for other uniforms
+			//  - limit here is ANGLE's 254 max uniform vectors
+			//    (up to 54 should be safe)
+
+			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
+			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
+
+			var maxBones = nVertexMatrices;
+
+			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
+
+				maxBones = Math.min( object.bones.length, maxBones );
+
+				if ( maxBones < object.bones.length ) {
+
+					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
+
+				}
+
+			}
+
+			return maxBones;
+
+		}
+
+	};
+
+	function allocateLights ( lights ) {
+
+		var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
+
+		dirLights = pointLights = spotLights = hemiLights = 0;
+
+		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+			light = lights[ l ];
+
+			if ( light.onlyShadow ) continue;
+
+			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
+			if ( light instanceof THREE.PointLight ) pointLights ++;
+			if ( light instanceof THREE.SpotLight ) spotLights ++;
+			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
+
+		}
+
+		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
+
+	};
+
+	function allocateShadows ( lights ) {
+
+		var l, ll, light, maxShadows = 0;
+
+		for ( l = 0, ll = lights.length; l < ll; l++ ) {
+
+			light = lights[ l ];
+
+			if ( ! light.castShadow ) continue;
+
+			if ( light instanceof THREE.SpotLight ) maxShadows ++;
+			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
+
+		}
+
+		return maxShadows;
+
+	};
+
+	// Initialization
+
+	function initGL () {
+
+		try {
+
+			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
+
+				throw 'Error creating WebGL context.';
+
+			}
+
+		} catch ( error ) {
+
+			console.error( error );
+
+		}
+
+		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
+		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
+
+		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
+											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
+											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+
+
+		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
+											_gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
+											_gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+
+		if ( ! _glExtensionTextureFloat ) {
+
+			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
+
+		}
+
+		if ( ! _glExtensionStandardDerivatives ) {
+
+			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
+
+		}
+
+		if ( ! _glExtensionTextureFilterAnisotropic ) {
+
+			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
+
+		}
+
+		if ( ! _glExtensionCompressedTextureS3TC ) {
+
+			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
+
+		}
+
+	};
+
+	function setDefaultGLState () {
+
+		_gl.clearColor( 0, 0, 0, 1 );
+		_gl.clearDepth( 1 );
+		_gl.clearStencil( 0 );
+
+		_gl.enable( _gl.DEPTH_TEST );
+		_gl.depthFunc( _gl.LEQUAL );
+
+		_gl.frontFace( _gl.CCW );
+		_gl.cullFace( _gl.BACK );
+		_gl.enable( _gl.CULL_FACE );
+
+		_gl.enable( _gl.BLEND );
+		_gl.blendEquation( _gl.FUNC_ADD );
+		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
+
+		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	// default plugins (order is important)
+
+	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
+	this.addPrePlugin( this.shadowMapPlugin );
+
+	this.addPostPlugin( new THREE.SpritePlugin() );
+	this.addPostPlugin( new THREE.LensFlarePlugin() );
+
+};
+/**
+ * @author szimek / https://github.com/szimek/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.WebGLRenderTarget = function ( width, height, options ) {
+
+	this.width = width;
+	this.height = height;
+
+	options = options || {};
+
+	this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
+	this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
+
+	this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
+	this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
+
+	this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
+
+	this.offset = new THREE.Vector2( 0, 0 );
+	this.repeat = new THREE.Vector2( 1, 1 );
+
+	this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
+	this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
+
+	this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+	this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
+
+	this.generateMipmaps = true;
+
+};
+
+THREE.WebGLRenderTarget.prototype.clone = function() {
+
+	var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
+
+	tmp.wrapS = this.wrapS;
+	tmp.wrapT = this.wrapT;
+
+	tmp.magFilter = this.magFilter;
+	tmp.anisotropy = this.anisotropy;
+
+	tmp.minFilter = this.minFilter;
+
+	tmp.offset.copy( this.offset );
+	tmp.repeat.copy( this.repeat );
+
+	tmp.format = this.format;
+	tmp.type = this.type;
+
+	tmp.depthBuffer = this.depthBuffer;
+	tmp.stencilBuffer = this.stencilBuffer;
+
+	tmp.generateMipmaps = this.generateMipmaps;
+
+	return tmp;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com
+ */
+
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
+
+	THREE.WebGLRenderTarget.call( this, width, height, options );
+
+	this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
+
+};
+
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableVertex = function () {
+
+	this.positionWorld = new THREE.Vector3();
+	this.positionScreen = new THREE.Vector4();
+
+	this.visible = true;
+
+};
+
+THREE.RenderableVertex.prototype.copy = function ( vertex ) {
+
+	this.positionWorld.copy( vertex.positionWorld );
+	this.positionScreen.copy( vertex.positionScreen );
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace3 = function () {
+
+	this.v1 = new THREE.RenderableVertex();
+	this.v2 = new THREE.RenderableVertex();
+	this.v3 = new THREE.RenderableVertex();
+
+	this.centroidWorld = new THREE.Vector3();
+	this.centroidScreen = new THREE.Vector3();
+
+	this.normalWorld = new THREE.Vector3();
+	this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+	this.vertexNormalsLength = 0;
+
+	this.color = null;
+	this.material = null;
+	this.uvs = [[]];
+
+	this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace4 = function () {
+
+	this.v1 = new THREE.RenderableVertex();
+	this.v2 = new THREE.RenderableVertex();
+	this.v3 = new THREE.RenderableVertex();
+	this.v4 = new THREE.RenderableVertex();
+
+	this.centroidWorld = new THREE.Vector3();
+	this.centroidScreen = new THREE.Vector3();
+
+	this.normalWorld = new THREE.Vector3();
+	this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+	this.vertexNormalsLength = 0;
+
+	this.color = null;
+	this.material = null;
+	this.uvs = [[]];
+
+	this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableObject = function () {
+
+	this.object = null;
+	this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableParticle = function () {
+
+	this.object = null;
+
+	this.x = null;
+	this.y = null;
+	this.z = null;
+
+	this.rotation = null;
+	this.scale = new THREE.Vector2();
+
+	this.material = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableLine = function () {
+
+	this.z = null;
+
+	this.v1 = new THREE.RenderableVertex();
+	this.v2 = new THREE.RenderableVertex();
+
+	this.material = null;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ColorUtils = {
+
+	adjustHSV : function ( color, h, s, v ) {
+
+		var hsv = THREE.ColorUtils.__hsv;
+
+		color.getHSV( hsv );
+
+		hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 );
+		hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 );
+		hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 );
+
+		color.setHSV( hsv.h, hsv.s, hsv.v );
+
+	}
+
+};
+
+THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.GeometryUtils = {
+
+	// Merge two geometries or geometry and geometry from object (using object's transform)
+
+	merge: function ( geometry1, object2 /* mesh | geometry */ ) {
+
+		var matrix, matrixRotation,
+		vertexOffset = geometry1.vertices.length,
+		uvPosition = geometry1.faceVertexUvs[ 0 ].length,
+		geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
+		vertices1 = geometry1.vertices,
+		vertices2 = geometry2.vertices,
+		faces1 = geometry1.faces,
+		faces2 = geometry2.faces,
+		uvs1 = geometry1.faceVertexUvs[ 0 ],
+		uvs2 = geometry2.faceVertexUvs[ 0 ];
+
+		if ( object2 instanceof THREE.Mesh ) {
+
+			object2.matrixAutoUpdate && object2.updateMatrix();
+
+			matrix = object2.matrix;
+			matrixRotation = new THREE.Matrix4();
+			matrixRotation.extractRotation( matrix, object2.scale );
+
+		}
+
+		// vertices
+
+		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
+
+			var vertex = vertices2[ i ];
+
+			var vertexCopy = vertex.clone();
+
+			if ( matrix ) matrix.multiplyVector3( vertexCopy );
+
+			vertices1.push( vertexCopy );
+
+		}
+
+		// faces
+
+		for ( i = 0, il = faces2.length; i < il; i ++ ) {
+
+			var face = faces2[ i ], faceCopy, normal, color,
+			faceVertexNormals = face.vertexNormals,
+			faceVertexColors = face.vertexColors;
+
+			if ( face instanceof THREE.Face3 ) {
+
+				faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
+
+			}
+
+			faceCopy.normal.copy( face.normal );
+
+			if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal );
+
+			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
+
+				normal = faceVertexNormals[ j ].clone();
+
+				if ( matrixRotation ) matrixRotation.multiplyVector3( normal );
+
+				faceCopy.vertexNormals.push( normal );
+
+			}
+
+			faceCopy.color.copy( face.color );
+
+			for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
+
+				color = faceVertexColors[ j ];
+				faceCopy.vertexColors.push( color.clone() );
+
+			}
+
+			faceCopy.materialIndex = face.materialIndex;
+
+			faceCopy.centroid.copy( face.centroid );
+			if ( matrix ) matrix.multiplyVector3( faceCopy.centroid );
+
+			faces1.push( faceCopy );
+
+		}
+
+		// uvs
+
+		for ( i = 0, il = uvs2.length; i < il; i ++ ) {
+
+			var uv = uvs2[ i ], uvCopy = [];
+
+			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+				uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );
+
+			}
+
+			uvs1.push( uvCopy );
+
+		}
+
+	},
+
+	removeMaterials: function ( geometry, materialIndexArray ) {
+
+		var materialIndexMap = {};
+
+		for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
+
+			materialIndexMap[ materialIndexArray[i] ] = true;
+
+		}
+
+		var face, newFaces = [];
+
+		for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+			face = geometry.faces[ i ];
+			if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
+
+		}
+
+		geometry.faces = newFaces;
+
+	},
+
+	// Get random point in triangle (via barycentric coordinates)
+	// 	(uniform distribution)
+	// 	http://www.cgafaq.info/wiki/Random_Point_In_Triangle
+
+	randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
+
+		var a, b, c,
+			point = new THREE.Vector3(),
+			tmp = THREE.GeometryUtils.__v1;
+
+		a = THREE.GeometryUtils.random();
+		b = THREE.GeometryUtils.random();
+
+		if ( ( a + b ) > 1 ) {
+
+			a = 1 - a;
+			b = 1 - b;
+
+		}
+
+		c = 1 - a - b;
+
+		point.copy( vectorA );
+		point.multiplyScalar( a );
+
+		tmp.copy( vectorB );
+		tmp.multiplyScalar( b );
+
+		point.addSelf( tmp );
+
+		tmp.copy( vectorC );
+		tmp.multiplyScalar( c );
+
+		point.addSelf( tmp );
+
+		return point;
+
+	},
+
+	// Get random point in face (triangle / quad)
+	// (uniform distribution)
+
+	randomPointInFace: function ( face, geometry, useCachedAreas ) {
+
+		var vA, vB, vC, vD;
+
+		if ( face instanceof THREE.Face3 ) {
+
+			vA = geometry.vertices[ face.a ];
+			vB = geometry.vertices[ face.b ];
+			vC = geometry.vertices[ face.c ];
+
+			return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
+
+		} else if ( face instanceof THREE.Face4 ) {
+
+			vA = geometry.vertices[ face.a ];
+			vB = geometry.vertices[ face.b ];
+			vC = geometry.vertices[ face.c ];
+			vD = geometry.vertices[ face.d ];
+
+			var area1, area2;
+
+			if ( useCachedAreas ) {
+
+				if ( face._area1 && face._area2 ) {
+
+					area1 = face._area1;
+					area2 = face._area2;
+
+				} else {
+
+					area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+					area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+					face._area1 = area1;
+					face._area2 = area2;
+
+				}
+
+			} else {
+
+				area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
+				area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+			}
+
+			var r = THREE.GeometryUtils.random() * ( area1 + area2 );
+
+			if ( r < area1 ) {
+
+				return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
+
+			} else {
+
+				return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
+
+			}
+
+		}
+
+	},
+
+	// Get uniformly distributed random points in mesh
+	// 	- create array with cumulative sums of face areas
+	//  - pick random number from 0 to total area
+	//  - find corresponding place in area array by binary search
+	//	- get random point in face
+
+	randomPointsInGeometry: function ( geometry, n ) {
+
+		var face, i,
+			faces = geometry.faces,
+			vertices = geometry.vertices,
+			il = faces.length,
+			totalArea = 0,
+			cumulativeAreas = [],
+			vA, vB, vC, vD;
+
+		// precompute face areas
+
+		for ( i = 0; i < il; i ++ ) {
+
+			face = faces[ i ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				vA = vertices[ face.a ];
+				vB = vertices[ face.b ];
+				vC = vertices[ face.c ];
+
+				face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				vA = vertices[ face.a ];
+				vB = vertices[ face.b ];
+				vC = vertices[ face.c ];
+				vD = vertices[ face.d ];
+
+				face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+				face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+				face._area = face._area1 + face._area2;
+
+			}
+
+			totalArea += face._area;
+
+			cumulativeAreas[ i ] = totalArea;
+
+		}
+
+		// binary search cumulative areas array
+
+		function binarySearchIndices( value ) {
+
+			function binarySearch( start, end ) {
+
+				// return closest larger index
+				// if exact number is not found
+
+				if ( end < start )
+					return start;
+
+				var mid = start + Math.floor( ( end - start ) / 2 );
+
+				if ( cumulativeAreas[ mid ] > value ) {
+
+					return binarySearch( start, mid - 1 );
+
+				} else if ( cumulativeAreas[ mid ] < value ) {
+
+					return binarySearch( mid + 1, end );
+
+				} else {
+
+					return mid;
+
+				}
+
+			}
+
+			var result = binarySearch( 0, cumulativeAreas.length - 1 )
+			return result;
+
+		}
+
+		// pick random face weighted by face area
+
+		var r, index,
+			result = [];
+
+		var stats = {};
+
+		for ( i = 0; i < n; i ++ ) {
+
+			r = THREE.GeometryUtils.random() * totalArea;
+
+			index = binarySearchIndices( r );
+
+			result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
+
+			if ( ! stats[ index ] ) {
+
+				stats[ index ] = 1;
+
+			} else {
+
+				stats[ index ] += 1;
+
+			}
+
+		}
+
+		return result;
+
+	},
+
+	// Get triangle area (by Heron's formula)
+	// 	http://en.wikipedia.org/wiki/Heron%27s_formula
+
+	triangleArea: function ( vectorA, vectorB, vectorC ) {
+
+		var s, a, b, c,
+			tmp = THREE.GeometryUtils.__v1;
+
+		tmp.sub( vectorA, vectorB );
+		a = tmp.length();
+
+		tmp.sub( vectorA, vectorC );
+		b = tmp.length();
+
+		tmp.sub( vectorB, vectorC );
+		c = tmp.length();
+
+		s = 0.5 * ( a + b + c );
+
+		return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) );
+
+	},
+
+	// Center geometry so that 0,0,0 is in center of bounding box
+
+	center: function ( geometry ) {
+
+		geometry.computeBoundingBox();
+
+		var bb = geometry.boundingBox;
+
+		var offset = new THREE.Vector3();
+
+		offset.add( bb.min, bb.max );
+		offset.multiplyScalar( -0.5 );
+
+		geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
+		geometry.computeBoundingBox();
+
+		return offset;
+
+	},
+
+	// Normalize UVs to be from <0,1>
+	// (for now just the first set of UVs)
+
+	normalizeUVs: function ( geometry ) {
+
+		var uvSet = geometry.faceVertexUvs[ 0 ];
+
+		for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
+
+			var uvs = uvSet[ i ];
+
+			for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
+
+				// texture repeat
+
+				if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u );
+				if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v );
+
+			}
+
+		}
+
+	},
+
+	triangulateQuads: function ( geometry ) {
+
+		var i, il, j, jl;
+
+		var faces = [];
+		var faceUvs = [];
+		var faceVertexUvs = [];
+
+		for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
+
+			faceUvs[ i ] = [];
+
+		}
+
+		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
+
+			faceVertexUvs[ i ] = [];
+
+		}
+
+		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+			var face = geometry.faces[ i ];
+
+			if ( face instanceof THREE.Face4 ) {
+
+				var a = face.a;
+				var b = face.b;
+				var c = face.c;
+				var d = face.d;
+
+				var triA = new THREE.Face3();
+				var triB = new THREE.Face3();
+
+				triA.color.copy( face.color );
+				triB.color.copy( face.color );
+
+				triA.materialIndex = face.materialIndex;
+				triB.materialIndex = face.materialIndex;
+
+				triA.a = a;
+				triA.b = b;
+				triA.c = d;
+
+				triB.a = b;
+				triB.b = c;
+				triB.c = d;
+
+				if ( face.vertexColors.length === 4 ) {
+
+					triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
+					triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
+					triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+					triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
+					triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
+					triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+				}
+
+				faces.push( triA, triB );
+
+				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+					if ( geometry.faceVertexUvs[ j ].length ) {
+
+						var uvs = geometry.faceVertexUvs[ j ][ i ];
+
+						var uvA = uvs[ 0 ];
+						var uvB = uvs[ 1 ];
+						var uvC = uvs[ 2 ];
+						var uvD = uvs[ 3 ];
+
+						var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
+						var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
+
+						faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
+
+					}
+
+				}
+
+				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+					if ( geometry.faceUvs[ j ].length ) {
+
+						var faceUv = geometry.faceUvs[ j ][ i ];
+
+						faceUvs[ j ].push( faceUv, faceUv );
+
+					}
+
+				}
+
+			} else {
+
+				faces.push( face );
+
+				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+					faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
+
+				}
+
+				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+					faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+				}
+
+			}
+
+		}
+
+		geometry.faces = faces;
+		geometry.faceUvs = faceUvs;
+		geometry.faceVertexUvs = faceVertexUvs;
+
+		geometry.computeCentroids();
+		geometry.computeFaceNormals();
+		geometry.computeVertexNormals();
+
+		if ( geometry.hasTangents ) geometry.computeTangents();
+
+	},
+
+	// Make all faces use unique vertices
+	// so that each face can be separated from others
+
+	explode: function( geometry ) {
+
+		var vertices = [];
+
+		for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+			var n = vertices.length;
+
+			var face = geometry.faces[ i ];
+
+			if ( face instanceof THREE.Face4 ) {
+
+				var a = face.a;
+				var b = face.b;
+				var c = face.c;
+				var d = face.d;
+
+				var va = geometry.vertices[ a ];
+				var vb = geometry.vertices[ b ];
+				var vc = geometry.vertices[ c ];
+				var vd = geometry.vertices[ d ];
+
+				vertices.push( va.clone() );
+				vertices.push( vb.clone() );
+				vertices.push( vc.clone() );
+				vertices.push( vd.clone() );
+
+				face.a = n;
+				face.b = n + 1;
+				face.c = n + 2;
+				face.d = n + 3;
+
+			} else {
+
+				var a = face.a;
+				var b = face.b;
+				var c = face.c;
+
+				var va = geometry.vertices[ a ];
+				var vb = geometry.vertices[ b ];
+				var vc = geometry.vertices[ c ];
+
+				vertices.push( va.clone() );
+				vertices.push( vb.clone() );
+				vertices.push( vc.clone() );
+
+				face.a = n;
+				face.b = n + 1;
+				face.c = n + 2;
+
+			}
+
+		}
+
+		geometry.vertices = vertices;
+		delete geometry.__tmpVertices;
+
+	},
+
+	// Break faces with edges longer than maxEdgeLength
+	// - not recursive
+
+	tessellate: function ( geometry, maxEdgeLength ) {
+
+		var i, il, face,
+		a, b, c, d,
+		va, vb, vc, vd,
+		dab, dbc, dac, dcd, dad,
+		m, m1, m2,
+		vm, vm1, vm2,
+		vnm, vnm1, vnm2,
+		vcm, vcm1, vcm2,
+		triA, triB,
+		quadA, quadB,
+		edge;
+
+		var faces = [];
+		var faceVertexUvs = [];
+
+		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
+
+			faceVertexUvs[ i ] = [];
+
+		}
+
+		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+			face = geometry.faces[ i ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				a = face.a;
+				b = face.b;
+				c = face.c;
+
+				va = geometry.vertices[ a ];
+				vb = geometry.vertices[ b ];
+				vc = geometry.vertices[ c ];
+
+				dab = va.distanceTo( vb );
+				dbc = vb.distanceTo( vc );
+				dac = va.distanceTo( vc );
+
+				if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) {
+
+					m = geometry.vertices.length;
+
+					triA = face.clone();
+					triB = face.clone();
+
+					if ( dab >= dbc && dab >= dac ) {
+
+						vm = va.clone();
+						vm.lerpSelf( vb, 0.5 );
+
+						triA.a = a;
+						triA.b = m;
+						triA.c = c;
+
+						triB.a = m;
+						triB.b = b;
+						triB.c = c;
+
+						if ( face.vertexNormals.length === 3 ) {
+
+							vnm = face.vertexNormals[ 0 ].clone();
+							vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
+
+							triA.vertexNormals[ 1 ].copy( vnm );
+							triB.vertexNormals[ 0 ].copy( vnm );
+
+						}
+
+						if ( face.vertexColors.length === 3 ) {
+
+							vcm = face.vertexColors[ 0 ].clone();
+							vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 );
+
+							triA.vertexColors[ 1 ].copy( vcm );
+							triB.vertexColors[ 0 ].copy( vcm );
+
+						}
+
+						edge = 0;
+
+					} else if ( dbc >= dab && dbc >= dac ) {
+
+						vm = vb.clone();
+						vm.lerpSelf( vc, 0.5 );
+
+						triA.a = a;
+						triA.b = b;
+						triA.c = m;
+
+						triB.a = m;
+						triB.b = c;
+						triB.c = a;
+
+						if ( face.vertexNormals.length === 3 ) {
+
+							vnm = face.vertexNormals[ 1 ].clone();
+							vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
+
+							triA.vertexNormals[ 2 ].copy( vnm );
+
+							triB.vertexNormals[ 0 ].copy( vnm );
+							triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] );
+							triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] );
+
+						}
+
+						if ( face.vertexColors.length === 3 ) {
+
+							vcm = face.vertexColors[ 1 ].clone();
+							vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
+
+							triA.vertexColors[ 2 ].copy( vcm );
+
+							triB.vertexColors[ 0 ].copy( vcm );
+							triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] );
+							triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] );
+
+						}
+
+						edge = 1;
+
+					} else {
+
+						vm = va.clone();
+						vm.lerpSelf( vc, 0.5 );
+
+						triA.a = a;
+						triA.b = b;
+						triA.c = m;
+
+						triB.a = m;
+						triB.b = b;
+						triB.c = c;
+
+						if ( face.vertexNormals.length === 3 ) {
+
+							vnm = face.vertexNormals[ 0 ].clone();
+							vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
+
+							triA.vertexNormals[ 2 ].copy( vnm );
+							triB.vertexNormals[ 0 ].copy( vnm );
+
+						}
+
+						if ( face.vertexColors.length === 3 ) {
+
+							vcm = face.vertexColors[ 0 ].clone();
+							vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
+
+							triA.vertexColors[ 2 ].copy( vcm );
+							triB.vertexColors[ 0 ].copy( vcm );
+
+						}
+
+						edge = 2;
+
+					}
+
+					faces.push( triA, triB );
+					geometry.vertices.push( vm );
+
+					var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB;
+
+					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+						if ( geometry.faceVertexUvs[ j ].length ) {
+
+							uvs = geometry.faceVertexUvs[ j ][ i ];
+
+							uvA = uvs[ 0 ];
+							uvB = uvs[ 1 ];
+							uvC = uvs[ 2 ];
+
+							// AB
+
+							if ( edge === 0 ) {
+
+								uvM = uvA.clone();
+								uvM.lerpSelf( uvB, 0.5 );
+
+								uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ];
+								uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
+
+							// BC
+
+							} else if ( edge === 1 ) {
+
+								uvM = uvB.clone();
+								uvM.lerpSelf( uvC, 0.5 );
+
+								uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
+								uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ];
+
+							// AC
+
+							} else {
+
+								uvM = uvA.clone();
+								uvM.lerpSelf( uvC, 0.5 );
+
+								uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
+								uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
+
+							}
+
+							faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
+
+						}
+
+					}
+
+				} else {
+
+					faces.push( face );
+
+					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+						faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+					}
+
+				}
+
+			} else {
+
+				a = face.a;
+				b = face.b;
+				c = face.c;
+				d = face.d;
+
+				va = geometry.vertices[ a ];
+				vb = geometry.vertices[ b ];
+				vc = geometry.vertices[ c ];
+				vd = geometry.vertices[ d ];
+
+				dab = va.distanceTo( vb );
+				dbc = vb.distanceTo( vc );
+				dcd = vc.distanceTo( vd );
+				dad = va.distanceTo( vd );
+
+				if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) {
+
+					m1 = geometry.vertices.length;
+					m2 = geometry.vertices.length + 1;
+
+					quadA = face.clone();
+					quadB = face.clone();
+
+					if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) {
+
+						vm1 = va.clone();
+						vm1.lerpSelf( vb, 0.5 );
+
+						vm2 = vc.clone();
+						vm2.lerpSelf( vd, 0.5 );
+
+						quadA.a = a;
+						quadA.b = m1;
+						quadA.c = m2;
+						quadA.d = d;
+
+						quadB.a = m1;
+						quadB.b = b;
+						quadB.c = c;
+						quadB.d = m2;
+
+						if ( face.vertexNormals.length === 4 ) {
+
+							vnm1 = face.vertexNormals[ 0 ].clone();
+							vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
+
+							vnm2 = face.vertexNormals[ 2 ].clone();
+							vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 );
+
+							quadA.vertexNormals[ 1 ].copy( vnm1 );
+							quadA.vertexNormals[ 2 ].copy( vnm2 );
+
+							quadB.vertexNormals[ 0 ].copy( vnm1 );
+							quadB.vertexNormals[ 3 ].copy( vnm2 );
+
+						}
+
+						if ( face.vertexColors.length === 4 ) {
+
+							vcm1 = face.vertexColors[ 0 ].clone();
+							vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 );
+
+							vcm2 = face.vertexColors[ 2 ].clone();
+							vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 );
+
+							quadA.vertexColors[ 1 ].copy( vcm1 );
+							quadA.vertexColors[ 2 ].copy( vcm2 );
+
+							quadB.vertexColors[ 0 ].copy( vcm1 );
+							quadB.vertexColors[ 3 ].copy( vcm2 );
+
+						}
+
+						edge = 0;
+
+					} else {
+
+						vm1 = vb.clone();
+						vm1.lerpSelf( vc, 0.5 );
+
+						vm2 = vd.clone();
+						vm2.lerpSelf( va, 0.5 );
+
+						quadA.a = a;
+						quadA.b = b;
+						quadA.c = m1;
+						quadA.d = m2;
+
+						quadB.a = m2;
+						quadB.b = m1;
+						quadB.c = c;
+						quadB.d = d;
+
+						if ( face.vertexNormals.length === 4 ) {
+
+							vnm1 = face.vertexNormals[ 1 ].clone();
+							vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
+
+							vnm2 = face.vertexNormals[ 3 ].clone();
+							vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 );
+
+							quadA.vertexNormals[ 2 ].copy( vnm1 );
+							quadA.vertexNormals[ 3 ].copy( vnm2 );
+
+							quadB.vertexNormals[ 0 ].copy( vnm2 );
+							quadB.vertexNormals[ 1 ].copy( vnm1 );
+
+						}
+
+						if ( face.vertexColors.length === 4 ) {
+
+							vcm1 = face.vertexColors[ 1 ].clone();
+							vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 );
+
+							vcm2 = face.vertexColors[ 3 ].clone();
+							vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 );
+
+							quadA.vertexColors[ 2 ].copy( vcm1 );
+							quadA.vertexColors[ 3 ].copy( vcm2 );
+
+							quadB.vertexColors[ 0 ].copy( vcm2 );
+							quadB.vertexColors[ 1 ].copy( vcm1 );
+
+						}
+
+						edge = 1;
+
+					}
+
+					faces.push( quadA, quadB );
+					geometry.vertices.push( vm1, vm2 );
+
+					var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB;
+
+					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+						if ( geometry.faceVertexUvs[ j ].length ) {
+
+							uvs = geometry.faceVertexUvs[ j ][ i ];
+
+							uvA = uvs[ 0 ];
+							uvB = uvs[ 1 ];
+							uvC = uvs[ 2 ];
+							uvD = uvs[ 3 ];
+
+							// AB + CD
+
+							if ( edge === 0 ) {
+
+								uvM1 = uvA.clone();
+								uvM1.lerpSelf( uvB, 0.5 );
+
+								uvM2 = uvC.clone();
+								uvM2.lerpSelf( uvD, 0.5 );
+
+								uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ];
+								uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ];
+
+							// BC + AD
+
+							} else {
+
+								uvM1 = uvB.clone();
+								uvM1.lerpSelf( uvC, 0.5 );
+
+								uvM2 = uvD.clone();
+								uvM2.lerpSelf( uvA, 0.5 );
+
+								uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ];
+								uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ];
+
+							}
+
+							faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB );
+
+						}
+
+					}
+
+				} else {
+
+					faces.push( face );
+
+					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+						faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		geometry.faces = faces;
+		geometry.faceVertexUvs = faceVertexUvs;
+
+	}
+
+};
+
+THREE.GeometryUtils.random = THREE.Math.random16;
+
+THREE.GeometryUtils.__v1 = new THREE.Vector3();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageUtils = {
+
+	crossOrigin: 'anonymous',
+
+	loadTexture: function ( url, mapping, onLoad, onError ) {
+
+		var image = new Image();
+		var texture = new THREE.Texture( image, mapping );
+
+		var loader = new THREE.ImageLoader();
+
+		loader.addEventListener( 'load', function ( event ) {
+
+			texture.image = event.content;
+			texture.needsUpdate = true;
+
+			if ( onLoad ) onLoad( texture );
+
+		} );
+
+		loader.addEventListener( 'error', function ( event ) {
+
+			if ( onError ) onError( event.message );
+
+		} );
+
+		loader.crossOrigin = this.crossOrigin;
+		loader.load( url, image );
+
+		texture.sourceFile = url;
+
+		return texture;
+
+	},
+
+	loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
+
+		var texture = new THREE.CompressedTexture();
+		texture.mapping = mapping;
+
+		var request = new XMLHttpRequest();
+
+		request.onload = function () {
+
+			var buffer = request.response;
+			var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+			texture.format = dds.format;
+
+			texture.mipmaps = dds.mipmaps;
+			texture.image.width = dds.width;
+			texture.image.height = dds.height;
+
+			// gl.generateMipmap fails for compressed textures
+			// mipmaps must be embedded in the DDS file
+			// or texture filters must not use mipmapping
+
+			texture.generateMipmaps = false;
+
+			texture.needsUpdate = true;
+
+			if ( onLoad ) onLoad( texture );
+
+		}
+
+		request.onerror = onError;
+
+		request.open( 'GET', url, true );
+		request.responseType = "arraybuffer";
+		request.send( null );
+
+		return texture;
+
+	},
+
+	loadTextureCube: function ( array, mapping, onLoad, onError ) {
+
+		var images = [];
+		images.loadCount = 0;
+
+		var texture = new THREE.Texture();
+		texture.image = images;
+		if ( mapping !== undefined ) texture.mapping = mapping;
+
+		// no flipping needed for cube textures
+
+		texture.flipY = false;
+
+		for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+			var cubeImage = new Image();
+			images[ i ] = cubeImage;
+
+			cubeImage.onload = function () {
+
+				images.loadCount += 1;
+
+				if ( images.loadCount === 6 ) {
+
+					texture.needsUpdate = true;
+					if ( onLoad ) onLoad();
+
+				}
+
+			};
+
+			cubeImage.onerror = onError;
+
+			cubeImage.crossOrigin = this.crossOrigin;
+			cubeImage.src = array[ i ];
+
+		}
+
+		return texture;
+
+	},
+
+	loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
+
+		var images = [];
+		images.loadCount = 0;
+
+		var texture = new THREE.CompressedTexture();
+		texture.image = images;
+		if ( mapping !== undefined ) texture.mapping = mapping;
+
+		// no flipping for cube textures
+		// (also flipping doesn't work for compressed textures )
+
+		texture.flipY = false;
+
+		// can't generate mipmaps for compressed textures
+		// mips must be embedded in DDS files
+
+		texture.generateMipmaps = false;
+
+		var generateCubeFaceCallback = function ( rq, img ) {
+
+			return function () {
+
+				var buffer = rq.response;
+				var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+				img.format = dds.format;
+
+				img.mipmaps = dds.mipmaps;
+				img.width = dds.width;
+				img.height = dds.height;
+
+				images.loadCount += 1;
+
+				if ( images.loadCount === 6 ) {
+
+					texture.format = dds.format;
+					texture.needsUpdate = true;
+					if ( onLoad ) onLoad();
+
+				}
+
+			}
+
+		}
+
+		for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+			var cubeImage = {};
+			images[ i ] = cubeImage;
+
+			var request = new XMLHttpRequest();
+
+			request.onload = generateCubeFaceCallback( request, cubeImage );
+			request.onerror = onError;
+
+			var url = array[ i ];
+
+			request.open( 'GET', url, true );
+			request.responseType = "arraybuffer";
+			request.send( null );
+
+		}
+
+		return texture;
+
+	},
+
+	parseDDS: function ( buffer, loadMipmaps ) {
+
+		var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
+
+		// Adapted from @toji's DDS utils
+		//	https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
+
+		// All values and structures referenced from:
+		// http://msdn.microsoft.com/en-us/library/bb943991.aspx/
+
+		var DDS_MAGIC = 0x20534444;
+
+		var DDSD_CAPS = 0x1,
+			DDSD_HEIGHT = 0x2,
+			DDSD_WIDTH = 0x4,
+			DDSD_PITCH = 0x8,
+			DDSD_PIXELFORMAT = 0x1000,
+			DDSD_MIPMAPCOUNT = 0x20000,
+			DDSD_LINEARSIZE = 0x80000,
+			DDSD_DEPTH = 0x800000;
+
+		var DDSCAPS_COMPLEX = 0x8,
+			DDSCAPS_MIPMAP = 0x400000,
+			DDSCAPS_TEXTURE = 0x1000;
+
+		var DDSCAPS2_CUBEMAP = 0x200,
+			DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
+			DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
+			DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
+			DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
+			DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
+			DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
+			DDSCAPS2_VOLUME = 0x200000;
+
+		var DDPF_ALPHAPIXELS = 0x1,
+			DDPF_ALPHA = 0x2,
+			DDPF_FOURCC = 0x4,
+			DDPF_RGB = 0x40,
+			DDPF_YUV = 0x200,
+			DDPF_LUMINANCE = 0x20000;
+
+		function fourCCToInt32( value ) {
+
+			return value.charCodeAt(0) +
+				(value.charCodeAt(1) << 8) +
+				(value.charCodeAt(2) << 16) +
+				(value.charCodeAt(3) << 24);
+
+		}
+
+		function int32ToFourCC( value ) {
+
+			return String.fromCharCode(
+				value & 0xff,
+				(value >> 8) & 0xff,
+				(value >> 16) & 0xff,
+				(value >> 24) & 0xff
+			);
+		}
+
+		var FOURCC_DXT1 = fourCCToInt32("DXT1");
+		var FOURCC_DXT3 = fourCCToInt32("DXT3");
+		var FOURCC_DXT5 = fourCCToInt32("DXT5");
+
+		var headerLengthInt = 31; // The header length in 32 bit ints
+
+		// Offsets into the header array
+
+		var off_magic = 0;
+
+		var off_size = 1;
+		var off_flags = 2;
+		var off_height = 3;
+		var off_width = 4;
+
+		var off_mipmapCount = 7;
+
+		var off_pfFlags = 20;
+		var off_pfFourCC = 21;
+
+		// Parse header
+
+		var header = new Int32Array( buffer, 0, headerLengthInt );
+
+        if ( header[ off_magic ] !== DDS_MAGIC ) {
+
+            console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
+            return dds;
+
+        }
+
+        if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
+
+            console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
+            return dds;
+
+        }
+
+		var blockBytes;
+
+		var fourCC = header[ off_pfFourCC ];
+
+        switch ( fourCC ) {
+
+			case FOURCC_DXT1:
+
+				blockBytes = 8;
+                dds.format = THREE.RGB_S3TC_DXT1_Format;
+                break;
+
+            case FOURCC_DXT3:
+
+                blockBytes = 16;
+                dds.format = THREE.RGBA_S3TC_DXT3_Format;
+                break;
+
+            case FOURCC_DXT5:
+
+                blockBytes = 16;
+                dds.format = THREE.RGBA_S3TC_DXT5_Format;
+                break;
+
+            default:
+
+                console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
+                return dds;
+
+        }
+
+		dds.mipmapCount = 1;
+
+        if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
+
+            dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
+
+        }
+
+        dds.width = header[ off_width ];
+        dds.height = header[ off_height ];
+
+        var dataOffset = header[ off_size ] + 4;
+
+		// Extract mipmaps buffers
+
+		var width = dds.width;
+		var height = dds.height;
+
+		for ( var i = 0; i < dds.mipmapCount; i ++ ) {
+
+			var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
+			var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
+
+			var mipmap = { "data": byteArray, "width": width, "height": height };
+			dds.mipmaps.push( mipmap );
+
+			dataOffset += dataLength;
+
+			width = Math.max( width * 0.5, 1 );
+			height = Math.max( height * 0.5, 1 );
+
+		}
+
+		return dds;
+
+	},
+
+	getNormalMap: function ( image, depth ) {
+
+		// Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
+
+		var cross = function ( a, b ) {
+
+			return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
+
+		}
+
+		var subtract = function ( a, b ) {
+
+			return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
+
+		}
+
+		var normalize = function ( a ) {
+
+			var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
+			return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
+
+		}
+
+		depth = depth | 1;
+
+		var width = image.width;
+		var height = image.height;
+
+		var canvas = document.createElement( 'canvas' );
+		canvas.width = width;
+		canvas.height = height;
+
+		var context = canvas.getContext( '2d' );
+		context.drawImage( image, 0, 0 );
+
+		var data = context.getImageData( 0, 0, width, height ).data;
+		var imageData = context.createImageData( width, height );
+		var output = imageData.data;
+
+		for ( var x = 0; x < width; x ++ ) {
+
+			for ( var y = 0; y < height; y ++ ) {
+
+				var ly = y - 1 < 0 ? 0 : y - 1;
+				var uy = y + 1 > height - 1 ? height - 1 : y + 1;
+				var lx = x - 1 < 0 ? 0 : x - 1;
+				var ux = x + 1 > width - 1 ? width - 1 : x + 1;
+
+				var points = [];
+				var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
+				points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
+				points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
+				points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
+				points.push( [  1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
+				points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
+				points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
+				points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
+				points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
+
+				var normals = [];
+				var num_points = points.length;
+
+				for ( var i = 0; i < num_points; i ++ ) {
+
+					var v1 = points[ i ];
+					var v2 = points[ ( i + 1 ) % num_points ];
+					v1 = subtract( v1, origin );
+					v2 = subtract( v2, origin );
+					normals.push( normalize( cross( v1, v2 ) ) );
+
+				}
+
+				var normal = [ 0, 0, 0 ];
+
+				for ( var i = 0; i < normals.length; i ++ ) {
+
+					normal[ 0 ] += normals[ i ][ 0 ];
+					normal[ 1 ] += normals[ i ][ 1 ];
+					normal[ 2 ] += normals[ i ][ 2 ];
+
+				}
+
+				normal[ 0 ] /= normals.length;
+				normal[ 1 ] /= normals.length;
+				normal[ 2 ] /= normals.length;
+
+				var idx = ( y * width + x ) * 4;
+
+				output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
+				output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
+				output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
+				output[ idx + 3 ] = 255;
+
+			}
+
+		}
+
+		context.putImageData( imageData, 0, 0 );
+
+		return canvas;
+
+	},
+
+	generateDataTexture: function ( width, height, color ) {
+
+		var size = width * height;
+		var data = new Uint8Array( 3 * size );
+
+		var r = Math.floor( color.r * 255 );
+		var g = Math.floor( color.g * 255 );
+		var b = Math.floor( color.b * 255 );
+
+		for ( var i = 0; i < size; i ++ ) {
+
+			data[ i * 3 ] 	  = r;
+			data[ i * 3 + 1 ] = g;
+			data[ i * 3 + 2 ] = b;
+
+		}
+
+		var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
+		texture.needsUpdate = true;
+
+		return texture;
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneUtils = {
+
+	createMultiMaterialObject: function ( geometry, materials ) {
+
+		var group = new THREE.Object3D();
+
+		for ( var i = 0, l = materials.length; i < l; i ++ ) {
+
+			group.add( new THREE.Mesh( geometry, materials[ i ] ) );
+
+		}
+
+		return group;
+
+	},
+
+	detach : function ( child, parent, scene ) {
+
+		child.applyMatrix( parent.matrixWorld );
+		parent.remove( child );
+		scene.add( child );
+
+	},
+
+	attach: function ( child, scene, parent ) {
+
+		var matrixWorldInverse = new THREE.Matrix4();
+		matrixWorldInverse.getInverse( parent.matrixWorld );
+		child.applyMatrix( matrixWorldInverse );
+
+		scene.remove( child );
+		parent.add( child );
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * ShaderUtils currently contains:
+ *
+ *	fresnel
+ *	normal
+ * 	cube
+ *
+ */
+
+THREE.ShaderUtils = {
+
+	lib: {
+
+		/* -------------------------------------------------------------------------
+		//	Fresnel shader
+		//	- based on Nvidia Cg tutorial
+		 ------------------------------------------------------------------------- */
+
+		'fresnel': {
+
+			uniforms: {
+
+				"mRefractionRatio": { type: "f", value: 1.02 },
+				"mFresnelBias": { type: "f", value: 0.1 },
+				"mFresnelPower": { type: "f", value: 2.0 },
+				"mFresnelScale": { type: "f", value: 1.0 },
+				"tCube": { type: "t", value: null }
+
+			},
+
+			fragmentShader: [
+
+				"uniform samplerCube tCube;",
+
+				"varying vec3 vReflect;",
+				"varying vec3 vRefract[3];",
+				"varying float vReflectionFactor;",
+
+				"void main() {",
+
+					"vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+					"vec4 refractedColor = vec4( 1.0 );",
+
+					"refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
+					"refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
+					"refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
+
+					"gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
+
+				"}"
+
+			].join("\n"),
+
+			vertexShader: [
+
+				"uniform float mRefractionRatio;",
+				"uniform float mFresnelBias;",
+				"uniform float mFresnelScale;",
+				"uniform float mFresnelPower;",
+
+				"varying vec3 vReflect;",
+				"varying vec3 vRefract[3];",
+				"varying float vReflectionFactor;",
+
+				"void main() {",
+
+					"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+
+					"vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
+
+					"vec3 I = worldPosition.xyz - cameraPosition;",
+
+					"vReflect = reflect( I, worldNormal );",
+					"vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
+					"vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
+					"vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
+					"vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
+
+					"gl_Position = projectionMatrix * mvPosition;",
+
+				"}"
+
+			].join("\n")
+
+		},
+
+		/* -------------------------------------------------------------------------
+		//	Normal map shader
+		//		- Blinn-Phong
+		//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
+		//		- point and directional lights (use with "lights: true" material option)
+		 ------------------------------------------------------------------------- */
+
+		'normal' : {
+
+			uniforms: THREE.UniformsUtils.merge( [
+
+				THREE.UniformsLib[ "fog" ],
+				THREE.UniformsLib[ "lights" ],
+				THREE.UniformsLib[ "shadowmap" ],
+
+				{
+
+				"enableAO"		  : { type: "i", value: 0 },
+				"enableDiffuse"	  : { type: "i", value: 0 },
+				"enableSpecular"  : { type: "i", value: 0 },
+				"enableReflection": { type: "i", value: 0 },
+				"enableDisplacement": { type: "i", value: 0 },
+
+				"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
+				"tDiffuse"	   : { type: "t", value: null },
+				"tCube"		   : { type: "t", value: null },
+				"tNormal"	   : { type: "t", value: null },
+				"tSpecular"	   : { type: "t", value: null },
+				"tAO"		   : { type: "t", value: null },
+
+				"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+				"uDisplacementBias": { type: "f", value: 0.0 },
+				"uDisplacementScale": { type: "f", value: 1.0 },
+
+				"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+				"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
+				"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+				"uShininess": { type: "f", value: 30 },
+				"uOpacity": { type: "f", value: 1 },
+
+				"useRefract": { type: "i", value: 0 },
+				"uRefractionRatio": { type: "f", value: 0.98 },
+				"uReflectivity": { type: "f", value: 0.5 },
+
+				"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
+				"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+
+				}
+
+			] ),
+
+			fragmentShader: [
+
+				"uniform vec3 uAmbientColor;",
+				"uniform vec3 uDiffuseColor;",
+				"uniform vec3 uSpecularColor;",
+				"uniform float uShininess;",
+				"uniform float uOpacity;",
+
+				"uniform bool enableDiffuse;",
+				"uniform bool enableSpecular;",
+				"uniform bool enableAO;",
+				"uniform bool enableReflection;",
+
+				"uniform sampler2D tDiffuse;",
+				"uniform sampler2D tNormal;",
+				"uniform sampler2D tSpecular;",
+				"uniform sampler2D tAO;",
+
+				"uniform samplerCube tCube;",
+
+				"uniform vec2 uNormalScale;",
+
+				"uniform bool useRefract;",
+				"uniform float uRefractionRatio;",
+				"uniform float uReflectivity;",
+
+				"varying vec3 vTangent;",
+				"varying vec3 vBinormal;",
+				"varying vec3 vNormal;",
+				"varying vec2 vUv;",
+
+				"uniform vec3 ambientLightColor;",
+
+				"#if MAX_DIR_LIGHTS > 0",
+
+					"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+					"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+				"#endif",
+
+				"#if MAX_HEMI_LIGHTS > 0",
+
+					"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+					"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+					"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+				"#endif",
+
+				"#if MAX_POINT_LIGHTS > 0",
+
+					"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+					"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+					"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+				"#endif",
+
+				"#if MAX_SPOT_LIGHTS > 0",
+
+					"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+					"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+					"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+					"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+					"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+					"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+				"#endif",
+
+				"#ifdef WRAP_AROUND",
+
+					"uniform vec3 wrapRGB;",
+
+				"#endif",
+
+				"varying vec3 vWorldPosition;",
+				"varying vec3 vViewPosition;",
+
+				THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+				THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+				"void main() {",
+
+					"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
+
+					"vec3 specularTex = vec3( 1.0 );",
+
+					"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
+					"normalTex.xy *= uNormalScale;",
+					"normalTex = normalize( normalTex );",
+
+					"if( enableDiffuse ) {",
+
+						"#ifdef GAMMA_INPUT",
+
+							"vec4 texelColor = texture2D( tDiffuse, vUv );",
+							"texelColor.xyz *= texelColor.xyz;",
+
+							"gl_FragColor = gl_FragColor * texelColor;",
+
+						"#else",
+
+							"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
+
+						"#endif",
+
+					"}",
+
+					"if( enableAO ) {",
+
+						"#ifdef GAMMA_INPUT",
+
+							"vec4 aoColor = texture2D( tAO, vUv );",
+							"aoColor.xyz *= aoColor.xyz;",
+
+							"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
+
+						"#else",
+
+							"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
+
+						"#endif",
+
+					"}",
+
+					"if( enableSpecular )",
+						"specularTex = texture2D( tSpecular, vUv ).xyz;",
+
+					"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
+					"vec3 finalNormal = tsb * normalTex;",
+
+					"#ifdef FLIP_SIDED",
+
+						"finalNormal = -finalNormal;",
+
+					"#endif",
+
+					"vec3 normal = normalize( finalNormal );",
+					"vec3 viewPosition = normalize( vViewPosition );",
+
+					// point lights
+
+					"#if MAX_POINT_LIGHTS > 0",
+
+						"vec3 pointDiffuse = vec3( 0.0 );",
+						"vec3 pointSpecular = vec3( 0.0 );",
+
+						"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+							"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+							"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
+
+							"float pointDistance = 1.0;",
+							"if ( pointLightDistance[ i ] > 0.0 )",
+								"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+							"pointVector = normalize( pointVector );",
+
+							// diffuse
+
+							"#ifdef WRAP_AROUND",
+
+								"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
+								"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
+
+								"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+							"#else",
+
+								"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
+
+							"#endif",
+
+							"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
+
+							// specular
+
+							"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
+							"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+							"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
+
+							"#ifdef PHYSICALLY_BASED_SHADING",
+
+								// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
+								"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
+
+							"#else",
+
+								"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
+
+							"#endif",
+
+						"}",
+
+					"#endif",
+
+					// spot lights
+
+					"#if MAX_SPOT_LIGHTS > 0",
+
+						"vec3 spotDiffuse = vec3( 0.0 );",
+						"vec3 spotSpecular = vec3( 0.0 );",
+
+						"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+							"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+							"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
+
+							"float spotDistance = 1.0;",
+							"if ( spotLightDistance[ i ] > 0.0 )",
+								"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+							"spotVector = normalize( spotVector );",
+
+							"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+							"if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+								"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+								// diffuse
+
+								"#ifdef WRAP_AROUND",
+
+									"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
+									"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
+
+									"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+								"#else",
+
+									"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
+
+								"#endif",
+
+								"spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
+
+								// specular
+
+								"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
+								"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+								"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
+
+								"#ifdef PHYSICALLY_BASED_SHADING",
+
+									// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+									"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+									"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
+									"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
+
+								"#else",
+
+									"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
+
+								"#endif",
+
+							"}",
+
+						"}",
+
+					"#endif",
+
+					// directional lights
+
+					"#if MAX_DIR_LIGHTS > 0",
+
+						"vec3 dirDiffuse = vec3( 0.0 );",
+						"vec3 dirSpecular = vec3( 0.0 );",
+
+						"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
+
+							"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+							"vec3 dirVector = normalize( lDirection.xyz );",
+
+							// diffuse
+
+							"#ifdef WRAP_AROUND",
+
+								"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
+								"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
+
+								"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
+
+							"#else",
+
+								"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
+
+							"#endif",
+
+							"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
+
+							// specular
+
+							"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+							"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+							"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
+
+							"#ifdef PHYSICALLY_BASED_SHADING",
+
+								// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+								"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+							"#else",
+
+								"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
+
+							"#endif",
+
+						"}",
+
+					"#endif",
+
+					// hemisphere lights
+
+					"#if MAX_HEMI_LIGHTS > 0",
+
+						"vec3 hemiDiffuse  = vec3( 0.0 );",
+						"vec3 hemiSpecular = vec3( 0.0 );" ,
+
+						"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+							"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+							"vec3 lVector = normalize( lDirection.xyz );",
+
+							// diffuse
+
+							"float dotProduct = dot( normal, lVector );",
+							"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+							"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+							"hemiDiffuse += uDiffuseColor * hemiColor;",
+
+							// specular (sky light)
+
+
+							"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+							"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+							"float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
+
+							// specular (ground light)
+
+							"vec3 lVectorGround = -lVector;",
+
+							"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+							"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+							"float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
+
+							"#ifdef PHYSICALLY_BASED_SHADING",
+
+								"float dotProductGround = dot( normal, lVectorGround );",
+
+								// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+								"vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+								"vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+								"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+							"#else",
+
+								"hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+							"#endif",
+
+						"}",
+
+					"#endif",
+
+					// all lights contribution summation
+
+					"vec3 totalDiffuse = vec3( 0.0 );",
+					"vec3 totalSpecular = vec3( 0.0 );",
+
+					"#if MAX_DIR_LIGHTS > 0",
+
+						"totalDiffuse += dirDiffuse;",
+						"totalSpecular += dirSpecular;",
+
+					"#endif",
+
+					"#if MAX_HEMI_LIGHTS > 0",
+
+						"totalDiffuse += hemiDiffuse;",
+						"totalSpecular += hemiSpecular;",
+
+					"#endif",
+
+					"#if MAX_POINT_LIGHTS > 0",
+
+						"totalDiffuse += pointDiffuse;",
+						"totalSpecular += pointSpecular;",
+
+					"#endif",
+
+					"#if MAX_SPOT_LIGHTS > 0",
+
+						"totalDiffuse += spotDiffuse;",
+						"totalSpecular += spotSpecular;",
+
+					"#endif",
+
+					"#ifdef METAL",
+
+						"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
+
+					"#else",
+
+						"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
+
+					"#endif",
+
+					"if ( enableReflection ) {",
+
+						"vec3 vReflect;",
+						"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+						"if ( useRefract ) {",
+
+							"vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
+
+						"} else {",
+
+							"vReflect = reflect( cameraToVertex, normal );",
+
+						"}",
+
+						"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+
+						"#ifdef GAMMA_INPUT",
+
+							"cubeColor.xyz *= cubeColor.xyz;",
+
+						"#endif",
+
+						"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
+
+					"}",
+
+					THREE.ShaderChunk[ "shadowmap_fragment" ],
+					THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+					THREE.ShaderChunk[ "fog_fragment" ],
+
+				"}"
+
+			].join("\n"),
+
+			vertexShader: [
+
+				"attribute vec4 tangent;",
+
+				"uniform vec2 uOffset;",
+				"uniform vec2 uRepeat;",
+
+				"uniform bool enableDisplacement;",
+
+				"#ifdef VERTEX_TEXTURES",
+
+					"uniform sampler2D tDisplacement;",
+					"uniform float uDisplacementScale;",
+					"uniform float uDisplacementBias;",
+
+				"#endif",
+
+				"varying vec3 vTangent;",
+				"varying vec3 vBinormal;",
+				"varying vec3 vNormal;",
+				"varying vec2 vUv;",
+
+				"varying vec3 vWorldPosition;",
+				"varying vec3 vViewPosition;",
+
+				THREE.ShaderChunk[ "skinning_pars_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+				"void main() {",
+
+					THREE.ShaderChunk[ "skinbase_vertex" ],
+					THREE.ShaderChunk[ "skinnormal_vertex" ],
+
+					// normal, tangent and binormal vectors
+
+					"#ifdef USE_SKINNING",
+
+						"vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
+
+						"vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
+						"vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
+
+					"#else",
+
+						"vNormal = normalize( normalMatrix * normal );",
+						"vTangent = normalize( normalMatrix * tangent.xyz );",
+
+					"#endif",
+
+					"vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
+
+					"vUv = uv * uRepeat + uOffset;",
+
+					// displacement mapping
+
+					"vec3 displacedPosition;",
+
+					"#ifdef VERTEX_TEXTURES",
+
+						"if ( enableDisplacement ) {",
+
+							"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
+							"float df = uDisplacementScale * dv.x + uDisplacementBias;",
+							"displacedPosition = position + normalize( normal ) * df;",
+
+						"} else {",
+
+							"#ifdef USE_SKINNING",
+
+								"vec4 skinVertex = vec4( position, 1.0 );",
+
+								"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
+								"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
+
+								"displacedPosition  = skinned.xyz;",
+
+							"#else",
+
+								"displacedPosition = position;",
+
+							"#endif",
+
+						"}",
+
+					"#else",
+
+						"#ifdef USE_SKINNING",
+
+							"vec4 skinVertex = vec4( position, 1.0 );",
+
+							"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
+							"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
+
+							"displacedPosition  = skinned.xyz;",
+
+						"#else",
+
+							"displacedPosition = position;",
+
+						"#endif",
+
+					"#endif",
+
+					//
+
+					"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
+					"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+
+					"gl_Position = projectionMatrix * mvPosition;",
+
+					//
+
+					"vWorldPosition = worldPosition.xyz;",
+					"vViewPosition = -mvPosition.xyz;",
+
+					// shadows
+
+					"#ifdef USE_SHADOWMAP",
+
+						"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+							"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+						"}",
+
+					"#endif",
+
+				"}"
+
+			].join("\n")
+
+		},
+
+		/* -------------------------------------------------------------------------
+		//	Cube map shader
+		 ------------------------------------------------------------------------- */
+
+		'cube': {
+
+			uniforms: { "tCube": { type: "t", value: null },
+						"tFlip": { type: "f", value: -1 } },
+
+			vertexShader: [
+
+				"varying vec3 vWorldPosition;",
+
+				"void main() {",
+
+					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+					"vWorldPosition = worldPosition.xyz;",
+
+					"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+				"}"
+
+			].join("\n"),
+
+			fragmentShader: [
+
+				"uniform samplerCube tCube;",
+				"uniform float tFlip;",
+
+				"varying vec3 vWorldPosition;",
+
+				"void main() {",
+
+					"gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+				"}"
+
+			].join("\n")
+
+		}
+
+	}
+
+};
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For Text operations in three.js (See TextGeometry)
+ *
+ * It uses techniques used in:
+ *
+ * 	typeface.js and canvastext
+ * 		For converting fonts and rendering with javascript
+ *		http://typeface.neocracy.org
+ *
+ *	Triangulation ported from AS3
+ *		Simple Polygon Triangulation
+ *		http://actionsnippet.com/?p=1462
+ *
+ * 	A Method to triangulate shapes with holes
+ *		http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
+ *
+ */
+
+THREE.FontUtils = {
+
+	faces : {},
+
+	// Just for now. face[weight][style]
+
+	face : "helvetiker",
+	weight: "normal",
+	style : "normal",
+	size : 150,
+	divisions : 10,
+
+	getFace : function() {
+
+		return this.faces[ this.face ][ this.weight ][ this.style ];
+
+	},
+
+	loadFace : function( data ) {
+
+		var family = data.familyName.toLowerCase();
+
+		var ThreeFont = this;
+
+		ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
+
+		ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
+		ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+		var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+		return data;
+
+	},
+
+	drawText : function( text ) {
+
+		var characterPts = [], allPts = [];
+
+		// RenderText
+
+		var i, p,
+			face = this.getFace(),
+			scale = this.size / face.resolution,
+			offset = 0,
+			chars = String( text ).split( '' ),
+			length = chars.length;
+
+		var fontPaths = [];
+
+		for ( i = 0; i < length; i ++ ) {
+
+			var path = new THREE.Path();
+
+			var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
+			offset += ret.offset;
+
+			fontPaths.push( ret.path );
+
+		}
+
+		// get the width
+
+		var width = offset / 2;
+		//
+		// for ( p = 0; p < allPts.length; p++ ) {
+		//
+		// 	allPts[ p ].x -= width;
+		//
+		// }
+
+		//var extract = this.extractPoints( allPts, characterPts );
+		//extract.contour = allPts;
+
+		//extract.paths = fontPaths;
+		//extract.offset = width;
+
+		return { paths : fontPaths, offset : width };
+
+	},
+
+
+
+
+	extractGlyphPoints : function( c, face, scale, offset, path ) {
+
+		var pts = [];
+
+		var i, i2, divisions,
+			outline, action, length,
+			scaleX, scaleY,
+			x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
+			laste,
+			glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
+
+		if ( !glyph ) return;
+
+		if ( glyph.o ) {
+
+			outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
+			length = outline.length;
+
+			scaleX = scale;
+			scaleY = scale;
+
+			for ( i = 0; i < length; ) {
+
+				action = outline[ i ++ ];
+
+				//console.log( action );
+
+				switch( action ) {
+
+				case 'm':
+
+					// Move To
+
+					x = outline[ i++ ] * scaleX + offset;
+					y = outline[ i++ ] * scaleY;
+
+					path.moveTo( x, y );
+					break;
+
+				case 'l':
+
+					// Line To
+
+					x = outline[ i++ ] * scaleX + offset;
+					y = outline[ i++ ] * scaleY;
+					path.lineTo(x,y);
+					break;
+
+				case 'q':
+
+					// QuadraticCurveTo
+
+					cpx  = outline[ i++ ] * scaleX + offset;
+					cpy  = outline[ i++ ] * scaleY;
+					cpx1 = outline[ i++ ] * scaleX + offset;
+					cpy1 = outline[ i++ ] * scaleY;
+
+					path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
+
+					laste = pts[ pts.length - 1 ];
+
+					if ( laste ) {
+
+						cpx0 = laste.x;
+						cpy0 = laste.y;
+
+						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+							var t = i2 / divisions;
+							var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+							var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+					  }
+
+				  }
+
+				  break;
+
+				case 'b':
+
+					// Cubic Bezier Curve
+
+					cpx  = outline[ i++ ] *  scaleX + offset;
+					cpy  = outline[ i++ ] *  scaleY;
+					cpx1 = outline[ i++ ] *  scaleX + offset;
+					cpy1 = outline[ i++ ] * -scaleY;
+					cpx2 = outline[ i++ ] *  scaleX + offset;
+					cpy2 = outline[ i++ ] * -scaleY;
+
+					path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
+
+					laste = pts[ pts.length - 1 ];
+
+					if ( laste ) {
+
+						cpx0 = laste.x;
+						cpy0 = laste.y;
+
+						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+							var t = i2 / divisions;
+							var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+							var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+						}
+
+					}
+
+					break;
+
+				}
+
+			}
+		}
+
+
+
+		return { offset: glyph.ha*scale, path:path};
+	}
+
+};
+
+
+THREE.FontUtils.generateShapes = function( text, parameters ) {
+
+	// Parameters 
+
+	parameters = parameters || {};
+
+	var size = parameters.size !== undefined ? parameters.size : 100;
+	var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
+
+	var font = parameters.font !== undefined ? parameters.font : "helvetiker";
+	var weight = parameters.weight !== undefined ? parameters.weight : "normal";
+	var style = parameters.style !== undefined ? parameters.style : "normal";
+
+	THREE.FontUtils.size = size;
+	THREE.FontUtils.divisions = curveSegments;
+
+	THREE.FontUtils.face = font;
+	THREE.FontUtils.weight = weight;
+	THREE.FontUtils.style = style;
+
+	// Get a Font data json object
+
+	var data = THREE.FontUtils.drawText( text );
+
+	var paths = data.paths;
+	var shapes = [];
+
+	for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
+
+		Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
+
+	}
+
+	return shapes;
+
+};
+
+
+/**
+ * This code is a quick port of code written in C++ which was submitted to
+ * flipcode.com by John W. Ratcliff  // July 22, 2000
+ * See original code and more information here:
+ * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
+ *
+ * ported to actionscript by Zevan Rosser
+ * www.actionsnippet.com
+ *
+ * ported to javascript by Joshua Koo
+ * http://www.lab4games.net/zz85/blog
+ *
+ */
+
+
+( function( namespace ) {
+
+	var EPSILON = 0.0000000001;
+
+	// takes in an contour array and returns
+
+	var process = function( contour, indices ) {
+
+		var n = contour.length;
+
+		if ( n < 3 ) return null;
+
+		var result = [],
+			verts = [],
+			vertIndices = [];
+
+		/* we want a counter-clockwise polygon in verts */
+
+		var u, v, w;
+
+		if ( area( contour ) > 0.0 ) {
+
+			for ( v = 0; v < n; v++ ) verts[ v ] = v;
+
+		} else {
+
+			for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
+
+		}
+
+		var nv = n;
+
+		/*  remove nv - 2 vertices, creating 1 triangle every time */
+
+		var count = 2 * nv;   /* error detection */
+
+		for( v = nv - 1; nv > 2; ) {
+
+			/* if we loop, it is probably a non-simple polygon */
+
+			if ( ( count-- ) <= 0 ) {
+
+				//** Triangulate: ERROR - probable bad polygon!
+
+				//throw ( "Warning, unable to triangulate polygon!" );
+				//return null;
+				// Sometimes warning is fine, especially polygons are triangulated in reverse.
+				console.log( "Warning, unable to triangulate polygon!" );
+
+				if ( indices ) return vertIndices;
+				return result;
+
+			}
+
+			/* three consecutive vertices in current polygon, <u,v,w> */
+
+			u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
+			v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
+			w = v + 1;  if ( nv <= w ) w = 0;     /* next     */
+
+			if ( snip( contour, u, v, w, nv, verts ) ) {
+
+				var a, b, c, s, t;
+
+				/* true names of the vertices */
+
+				a = verts[ u ];
+				b = verts[ v ];
+				c = verts[ w ];
+
+				/* output Triangle */
+
+				/*
+				result.push( contour[ a ] );
+				result.push( contour[ b ] );
+				result.push( contour[ c ] );
+				*/
+				result.push( [ contour[ a ],
+					contour[ b ],
+					contour[ c ] ] );
+
+
+				vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
+
+				/* remove v from the remaining polygon */
+
+				for( s = v, t = v + 1; t < nv; s++, t++ ) {
+
+					verts[ s ] = verts[ t ];
+
+				}
+
+				nv--;
+
+				/* reset error detection counter */
+
+				count = 2 * nv;
+
+			}
+
+		}
+
+		if ( indices ) return vertIndices;
+		return result;
+
+	};
+
+	// calculate area of the contour polygon
+
+	var area = function ( contour ) {
+
+		var n = contour.length;
+		var a = 0.0;
+
+		for( var p = n - 1, q = 0; q < n; p = q++ ) {
+
+			a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
+
+		}
+
+		return a * 0.5;
+
+	};
+
+	// see if p is inside triangle abc
+
+	var insideTriangle = function( ax, ay,
+								   bx, by,
+								   cx, cy,
+								   px, py ) {
+
+		  var aX, aY, bX, bY;
+		  var cX, cY, apx, apy;
+		  var bpx, bpy, cpx, cpy;
+		  var cCROSSap, bCROSScp, aCROSSbp;
+
+		  aX = cx - bx;  aY = cy - by;
+		  bX = ax - cx;  bY = ay - cy;
+		  cX = bx - ax;  cY = by - ay;
+		  apx= px  -ax;  apy= py - ay;
+		  bpx= px - bx;  bpy= py - by;
+		  cpx= px - cx;  cpy= py - cy;
+
+		  aCROSSbp = aX*bpy - aY*bpx;
+		  cCROSSap = cX*apy - cY*apx;
+		  bCROSScp = bX*cpy - bY*cpx;
+
+		  return ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) );
+
+	};
+
+
+	var snip = function ( contour, u, v, w, n, verts ) {
+
+		var p;
+		var ax, ay, bx, by;
+		var cx, cy, px, py;
+
+		ax = contour[ verts[ u ] ].x;
+		ay = contour[ verts[ u ] ].y;
+
+		bx = contour[ verts[ v ] ].x;
+		by = contour[ verts[ v ] ].y;
+
+		cx = contour[ verts[ w ] ].x;
+		cy = contour[ verts[ w ] ].y;
+
+		if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
+
+			for ( p = 0; p < n; p++ ) {
+
+				if( (p == u) || (p == v) || (p == w) ) continue;
+
+				px = contour[ verts[ p ] ].x
+				py = contour[ verts[ p ] ].y
+
+				if ( insideTriangle( ax, ay, bx, by, cx, cy, px, py ) ) return false;
+
+		  }
+
+		  return true;
+
+	};
+
+
+	namespace.Triangulate = process;
+	namespace.Triangulate.area = area;
+
+	return namespace;
+
+})(THREE.FontUtils);
+
+// To use the typeface.js face files, hook up the API
+self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Extensible curve object
+ * 
+ * Some common of Curve methods
+ * .getPoint(t), getTangent(t)
+ * .getPointAt(u), getTagentAt(u)
+ * .getPoints(), .getSpacedPoints()
+ * .getLength()
+ * .updateArcLengths()
+ *
+ * This file contains following classes:
+ *
+ * -- 2d classes --
+ * THREE.Curve
+ * THREE.LineCurve
+ * THREE.QuadraticBezierCurve
+ * THREE.CubicBezierCurve
+ * THREE.SplineCurve
+ * THREE.ArcCurve
+ * THREE.EllipseCurve
+ *
+ * -- 3d classes --
+ * THREE.LineCurve3
+ * THREE.QuadraticBezierCurve3
+ * THREE.CubicBezierCurve3
+ * THREE.SplineCurve3
+ * THREE.ClosedSplineCurve3
+ *
+ * A series of curves can be represented as a THREE.CurvePath
+ *
+ **/
+
+/**************************************************************
+ *	Abstract Curve base class
+ **************************************************************/
+
+THREE.Curve = function () {
+
+};
+
+// Virtual base class method to overwrite and implement in subclasses
+//	- t [0 .. 1]
+
+THREE.Curve.prototype.getPoint = function ( t ) {
+
+	console.log( "Warning, getPoint() not implemented!" );
+	return null;
+
+};
+
+// Get point at relative position in curve according to arc length
+// - u [0 .. 1]
+
+THREE.Curve.prototype.getPointAt = function ( u ) {
+
+	var t = this.getUtoTmapping( u );
+	return this.getPoint( t );
+
+};
+
+// Get sequence of points using getPoint( t )
+
+THREE.Curve.prototype.getPoints = function ( divisions ) {
+
+	if ( !divisions ) divisions = 5;
+
+	var d, pts = [];
+
+	for ( d = 0; d <= divisions; d ++ ) {
+
+		pts.push( this.getPoint( d / divisions ) );
+
+	}
+
+	return pts;
+
+};
+
+// Get sequence of points using getPointAt( u )
+
+THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
+
+	if ( !divisions ) divisions = 5;
+
+	var d, pts = [];
+
+	for ( d = 0; d <= divisions; d ++ ) {
+
+		pts.push( this.getPointAt( d / divisions ) );
+
+	}
+
+	return pts;
+
+};
+
+// Get total curve arc length
+
+THREE.Curve.prototype.getLength = function () {
+
+	var lengths = this.getLengths();
+	return lengths[ lengths.length - 1 ];
+
+};
+
+// Get list of cumulative segment lengths
+
+THREE.Curve.prototype.getLengths = function ( divisions ) {
+
+	if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
+
+	if ( this.cacheArcLengths 
+		&& ( this.cacheArcLengths.length == divisions + 1 ) 
+		&& !this.needsUpdate) {
+
+		//console.log( "cached", this.cacheArcLengths );
+		return this.cacheArcLengths;
+
+	}
+
+	this.needsUpdate = false;
+
+	var cache = [];
+	var current, last = this.getPoint( 0 );
+	var p, sum = 0;
+
+	cache.push( 0 );
+
+	for ( p = 1; p <= divisions; p ++ ) {
+
+		current = this.getPoint ( p / divisions );
+		sum += current.distanceTo( last );
+		cache.push( sum );
+		last = current;
+
+	}
+
+	this.cacheArcLengths = cache;
+
+	return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+
+};
+
+
+THREE.Curve.prototype.updateArcLengths = function() {
+	this.needsUpdate = true;
+	this.getLengths();
+};
+
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+
+THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
+
+	var arcLengths = this.getLengths();
+
+	var i = 0, il = arcLengths.length;
+
+	var targetArcLength; // The targeted u distance value to get
+
+	if ( distance ) {
+
+		targetArcLength = distance;
+
+	} else {
+
+		targetArcLength = u * arcLengths[ il - 1 ];
+
+	}
+
+	//var time = Date.now();
+
+	// binary search for the index with largest value smaller than target u distance
+
+	var low = 0, high = il - 1, comparison;
+
+	while ( low <= high ) {
+
+		i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+		comparison = arcLengths[ i ] - targetArcLength;
+
+		if ( comparison < 0 ) {
+
+			low = i + 1;
+			continue;
+
+		} else if ( comparison > 0 ) {
+
+			high = i - 1;
+			continue;
+
+		} else {
+
+			high = i;
+			break;
+
+			// DONE
+
+		}
+
+	}
+
+	i = high;
+
+	//console.log('b' , i, low, high, Date.now()- time);
+
+	if ( arcLengths[ i ] == targetArcLength ) {
+
+		var t = i / ( il - 1 );
+		return t;
+
+	}
+
+	// we could get finer grain at lengths, or use simple interpolatation between two points
+
+	var lengthBefore = arcLengths[ i ];
+    var lengthAfter = arcLengths[ i + 1 ];
+
+    var segmentLength = lengthAfter - lengthBefore;
+
+    // determine where we are between the 'before' and 'after' points
+
+    var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
+
+    // add that fractional amount to t
+
+    var t = ( i + segmentFraction ) / ( il -1 );
+
+	return t;
+
+};
+
+
+// In 2D space, there are actually 2 normal vectors,
+// and in 3D space, infinte
+// TODO this should be depreciated.
+THREE.Curve.prototype.getNormalVector = function( t ) {
+
+	var vec = this.getTangent( t );
+
+	return new THREE.Vector2( -vec.y , vec.x );
+
+};
+
+// Returns a unit vector tangent at t
+// In case any sub curve does not implement its tangent / normal finding,
+// we get 2 points with a small delta and find a gradient of the 2 points
+// which seems to make a reasonable approximation
+
+THREE.Curve.prototype.getTangent = function( t ) {
+
+	var delta = 0.0001;
+	var t1 = t - delta;
+	var t2 = t + delta;
+
+	// Capping in case of danger
+
+	if ( t1 < 0 ) t1 = 0;
+	if ( t2 > 1 ) t2 = 1;
+
+	var pt1 = this.getPoint( t1 );
+	var pt2 = this.getPoint( t2 );
+	
+	var vec = pt2.clone().subSelf(pt1);
+	return vec.normalize();
+
+};
+
+
+THREE.Curve.prototype.getTangentAt = function ( u ) {
+
+	var t = this.getUtoTmapping( u );
+	return this.getTangent( t );
+
+};
+
+/**************************************************************
+ *	Line
+ **************************************************************/
+
+THREE.LineCurve = function ( v1, v2 ) {
+
+	this.v1 = v1;
+	this.v2 = v2;
+
+};
+
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.LineCurve.prototype.getPoint = function ( t ) {
+
+	var point = this.v2.clone().subSelf(this.v1);
+	point.multiplyScalar( t ).addSelf( this.v1 );
+
+	return point;
+
+};
+
+// Line curve is linear, so we can overwrite default getPointAt
+
+THREE.LineCurve.prototype.getPointAt = function ( u ) {
+
+	return this.getPoint( u );
+
+};
+
+THREE.LineCurve.prototype.getTangent = function( t ) {
+
+	var tangent = this.v2.clone().subSelf(this.v1);
+
+	return tangent.normalize();
+
+};
+
+/**************************************************************
+ *	Quadratic Bezier curve
+ **************************************************************/
+
+
+THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
+
+	this.v0 = v0;
+	this.v1 = v1;
+	this.v2 = v2;
+
+};
+
+THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
+
+	var tx, ty;
+
+	tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+	ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+
+	return new THREE.Vector2( tx, ty );
+
+};
+
+
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
+
+	var tx, ty;
+
+	tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
+	ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
+
+	// returns unit vector
+
+	var tangent = new THREE.Vector2( tx, ty );
+	tangent.normalize();
+
+	return tangent;
+
+};
+
+
+/**************************************************************
+ *	Cubic Bezier curve
+ **************************************************************/
+
+THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
+
+	this.v0 = v0;
+	this.v1 = v1;
+	this.v2 = v2;
+	this.v3 = v3;
+
+};
+
+THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
+
+	var tx, ty;
+
+	tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+	ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+	return new THREE.Vector2( tx, ty );
+
+};
+
+THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
+
+	var tx, ty;
+
+	tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+	ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+	var tangent = new THREE.Vector2( tx, ty );
+	tangent.normalize();
+
+	return tangent;
+
+};
+
+
+/**************************************************************
+ *	Spline curve
+ **************************************************************/
+
+THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
+
+	this.points = (points == undefined) ? [] : points;
+
+};
+
+THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
+
+	var v = new THREE.Vector2();
+	var c = [];
+	var points = this.points, point, intPoint, weight;
+	point = ( points.length - 1 ) * t;
+
+	intPoint = Math.floor( point );
+	weight = point - intPoint;
+
+	c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+	c[ 1 ] = intPoint;
+	c[ 2 ] = intPoint  > points.length - 2 ? points.length -1 : intPoint + 1;
+	c[ 3 ] = intPoint  > points.length - 3 ? points.length -1 : intPoint + 2;
+
+	v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
+	v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
+
+	return v;
+
+};
+
+/**************************************************************
+ *	Ellipse curve
+ **************************************************************/
+
+THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
+							aStartAngle, aEndAngle,
+							aClockwise ) {
+
+	this.aX = aX;
+	this.aY = aY;
+
+	this.xRadius = xRadius;
+	this.yRadius = yRadius;
+
+	this.aStartAngle = aStartAngle;
+	this.aEndAngle = aEndAngle;
+
+	this.aClockwise = aClockwise;
+
+};
+
+THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
+
+	var deltaAngle = this.aEndAngle - this.aStartAngle;
+
+	if ( !this.aClockwise ) {
+
+		t = 1 - t;
+
+	}
+
+	var angle = this.aStartAngle + t * deltaAngle;
+
+	var tx = this.aX + this.xRadius * Math.cos( angle );
+	var ty = this.aY + this.yRadius * Math.sin( angle );
+
+	return new THREE.Vector2( tx, ty );
+
+};
+
+/**************************************************************
+ *	Arc curve
+ **************************************************************/
+
+THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+	THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
+};
+
+THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
+
+
+/**************************************************************
+ *	Utils
+ **************************************************************/
+
+THREE.Curve.Utils = {
+
+	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
+
+		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+
+	},
+
+	// Puay Bing, thanks for helping with this derivative!
+
+	tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
+
+		return -3 * p0 * (1 - t) * (1 - t)  +
+			3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
+			6 * t *  p2 * (1-t) - 3 * t * t * p2 +
+			3 * t * t * p3;
+	},
+
+
+	tangentSpline: function ( t, p0, p1, p2, p3 ) {
+
+		// To check if my formulas are correct
+
+		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
+		var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
+		var h01 = -6 * t * t + 6 * t; 	// − 2t3 + 3t2
+		var h11 = 3 * t * t - 2 * t;	// t3 − t2
+
+		return h00 + h10 + h01 + h11;
+
+	},
+
+	// Catmull-Rom
+
+	interpolate: function( p0, p1, p2, p3, t ) {
+
+		var v0 = ( p2 - p0 ) * 0.5;
+		var v1 = ( p3 - p1 ) * 0.5;
+		var t2 = t * t;
+		var t3 = t * t2;
+		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+	}
+
+};
+
+
+// TODO: Transformation for Curves?
+
+/**************************************************************
+ *	3D Curves
+ **************************************************************/
+
+// A Factory method for creating new curve subclasses
+
+THREE.Curve.create = function ( constructor, getPointFunc ) {
+
+	constructor.prototype = Object.create( THREE.Curve.prototype );
+	constructor.prototype.getPoint = getPointFunc;
+
+	return constructor;
+
+};
+
+
+/**************************************************************
+ *	Line3D
+ **************************************************************/
+
+THREE.LineCurve3 = THREE.Curve.create(
+
+	function ( v1, v2 ) {
+
+		this.v1 = v1;
+		this.v2 = v2;
+
+	},
+
+	function ( t ) {
+
+		var r = new THREE.Vector3();
+
+
+		r.sub( this.v2, this.v1 ); // diff
+		r.multiplyScalar( t );
+		r.addSelf( this.v1 );
+
+		return r;
+
+	}
+
+);
+
+
+/**************************************************************
+ *	Quadratic Bezier 3D curve
+ **************************************************************/
+
+THREE.QuadraticBezierCurve3 = THREE.Curve.create(
+
+	function ( v0, v1, v2 ) {
+
+		this.v0 = v0;
+		this.v1 = v1;
+		this.v2 = v2;
+
+	},
+
+	function ( t ) {
+
+		var tx, ty, tz;
+
+		tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+		ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+		tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
+
+		return new THREE.Vector3( tx, ty, tz );
+
+	}
+
+);
+
+
+
+/**************************************************************
+ *	Cubic Bezier 3D curve
+ **************************************************************/
+
+THREE.CubicBezierCurve3 = THREE.Curve.create(
+
+	function ( v0, v1, v2, v3 ) {
+
+		this.v0 = v0;
+		this.v1 = v1;
+		this.v2 = v2;
+		this.v3 = v3;
+
+	},
+
+	function ( t ) {
+
+		var tx, ty, tz;
+
+		tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+		ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+		tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
+
+		return new THREE.Vector3( tx, ty, tz );
+
+	}
+
+);
+
+
+
+/**************************************************************
+ *	Spline 3D curve
+ **************************************************************/
+
+
+THREE.SplineCurve3 = THREE.Curve.create(
+
+	function ( points /* array of Vector3 */) {
+
+		this.points = (points == undefined) ? [] : points;
+
+	},
+
+	function ( t ) {
+
+		var v = new THREE.Vector3();
+		var c = [];
+		var points = this.points, point, intPoint, weight;
+		point = ( points.length - 1 ) * t;
+
+		intPoint = Math.floor( point );
+		weight = point - intPoint;
+
+		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+		c[ 1 ] = intPoint;
+		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
+		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;
+
+		var pt0 = points[ c[0] ],
+			pt1 = points[ c[1] ],
+			pt2 = points[ c[2] ],
+			pt3 = points[ c[3] ];
+
+		v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
+		v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
+		v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
+
+		return v;
+
+	}
+
+);
+
+
+// THREE.SplineCurve3.prototype.getTangent = function(t) {
+// 		var v = new THREE.Vector3();
+// 		var c = [];
+// 		var points = this.points, point, intPoint, weight;
+// 		point = ( points.length - 1 ) * t;
+
+// 		intPoint = Math.floor( point );
+// 		weight = point - intPoint;
+
+// 		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+// 		c[ 1 ] = intPoint;
+// 		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
+// 		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;
+
+// 		var pt0 = points[ c[0] ],
+// 			pt1 = points[ c[1] ],
+// 			pt2 = points[ c[2] ],
+// 			pt3 = points[ c[3] ];
+
+// 	// t = weight;
+// 	v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
+// 	v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
+// 	v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
+
+// 	return v;
+		
+// }
+
+/**************************************************************
+ *	Closed Spline 3D curve
+ **************************************************************/
+
+
+THREE.ClosedSplineCurve3 = THREE.Curve.create(
+
+	function ( points /* array of Vector3 */) {
+
+		this.points = (points == undefined) ? [] : points;
+
+	},
+
+    function ( t ) {
+
+        var v = new THREE.Vector3();
+        var c = [];
+        var points = this.points, point, intPoint, weight;
+        point = ( points.length - 0 ) * t;
+            // This needs to be from 0-length +1
+
+        intPoint = Math.floor( point );
+        weight = point - intPoint;
+            
+        intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
+        c[ 0 ] = ( intPoint - 1 ) % points.length;
+        c[ 1 ] = ( intPoint ) % points.length;
+        c[ 2 ] = ( intPoint + 1 ) % points.length;
+        c[ 3 ] = ( intPoint + 2 ) % points.length;
+
+        v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
+        v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
+        v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
+        
+        return v;
+
+    }
+
+);
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ **/
+
+/**************************************************************
+ *	Curved Path - a curve path is simply a array of connected
+ *  curves, but retains the api of a curve
+ **************************************************************/
+
+THREE.CurvePath = function () {
+
+	this.curves = [];
+	this.bends = [];
+	
+	this.autoClose = false; // Automatically closes the path
+};
+
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CurvePath.prototype.add = function ( curve ) {
+
+	this.curves.push( curve );
+
+};
+
+THREE.CurvePath.prototype.checkConnection = function() {
+	// TODO
+	// If the ending of curve is not connected to the starting
+	// or the next curve, then, this is not a real path
+};
+
+THREE.CurvePath.prototype.closePath = function() {
+	// TODO Test
+	// and verify for vector3 (needs to implement equals)
+	// Add a line curve if start and end of lines are not connected
+	var startPoint = this.curves[0].getPoint(0);
+	var endPoint = this.curves[this.curves.length-1].getPoint(1);
+	
+	if (!startPoint.equals(endPoint)) {
+		this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
+	}
+	
+};
+
+// To get accurate point with reference to
+// entire path distance at time t,
+// following has to be done:
+
+// 1. Length of each sub path have to be known
+// 2. Locate and identify type of curve
+// 3. Get t for the curve
+// 4. Return curve.getPointAt(t')
+
+THREE.CurvePath.prototype.getPoint = function( t ) {
+
+	var d = t * this.getLength();
+	var curveLengths = this.getCurveLengths();
+	var i = 0, diff, curve;
+
+	// To think about boundaries points.
+
+	while ( i < curveLengths.length ) {
+
+		if ( curveLengths[ i ] >= d ) {
+
+			diff = curveLengths[ i ] - d;
+			curve = this.curves[ i ];
+
+			var u = 1 - diff / curve.getLength();
+
+			return curve.getPointAt( u );
+
+			break;
+		}
+
+		i ++;
+
+	}
+
+	return null;
+
+	// loop where sum != 0, sum > d , sum+1 <d
+
+};
+
+/*
+THREE.CurvePath.prototype.getTangent = function( t ) {
+};*/
+
+
+// We cannot use the default THREE.Curve getPoint() with getLength() because in
+// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
+// getPoint() depends on getLength
+
+THREE.CurvePath.prototype.getLength = function() {
+
+	var lens = this.getCurveLengths();
+	return lens[ lens.length - 1 ];
+
+};
+
+// Compute lengths and cache them
+// We cannot overwrite getLengths() because UtoT mapping uses it.
+
+THREE.CurvePath.prototype.getCurveLengths = function() {
+
+	// We use cache values if curves and cache array are same length
+
+	if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
+
+		return this.cacheLengths;
+
+	};
+
+	// Get length of subsurve
+	// Push sums into cached array
+
+	var lengths = [], sums = 0;
+	var i, il = this.curves.length;
+
+	for ( i = 0; i < il; i ++ ) {
+
+		sums += this.curves[ i ].getLength();
+		lengths.push( sums );
+
+	}
+
+	this.cacheLengths = lengths;
+
+	return lengths;
+
+};
+
+
+
+// Returns min and max coordinates, as well as centroid
+
+THREE.CurvePath.prototype.getBoundingBox = function () {
+
+	var points = this.getPoints();
+
+	var maxX, maxY, maxZ;
+	var minX, minY, minZ;
+
+	maxX = maxY = Number.NEGATIVE_INFINITY;
+	minX = minY = Number.POSITIVE_INFINITY;
+
+	var p, i, il, sum;
+
+	var v3 = points[0] instanceof THREE.Vector3;
+
+	sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
+
+	for ( i = 0, il = points.length; i < il; i ++ ) {
+
+		p = points[ i ];
+
+		if ( p.x > maxX ) maxX = p.x;
+		else if ( p.x < minX ) minX = p.x;
+
+		if ( p.y > maxY ) maxY = p.y;
+		else if ( p.y < minY ) minY = p.y;
+
+		if (v3) {
+
+			if ( p.z > maxZ ) maxZ = p.z;
+			else if ( p.z < minZ ) minZ = p.z;
+
+		}
+
+		sum.addSelf( p );
+
+	}
+
+	var ret = {
+
+		minX: minX,
+		minY: minY,
+		maxX: maxX,
+		maxY: maxY,
+		centroid: sum.divideScalar( il )
+	
+	};
+
+	if (v3) {
+
+		ret.maxZ = maxZ;
+		ret.minZ = minZ;
+	
+	}
+
+	return ret;
+
+};
+
+/**************************************************************
+ *	Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or ParticleSystem objects)
+
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
+
+	var pts = this.getPoints( divisions, true );
+	return this.createGeometry( pts );
+
+};
+
+// Generate geometry from equidistance sampling along the path
+
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
+
+	var pts = this.getSpacedPoints( divisions, true );
+	return this.createGeometry( pts );
+
+};
+
+THREE.CurvePath.prototype.createGeometry = function( points ) {
+
+	var geometry = new THREE.Geometry();
+
+	for ( var i = 0; i < points.length; i ++ ) {
+
+		geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
+
+	}
+
+	return geometry;
+
+};
+
+
+/**************************************************************
+ *	Bend / Wrap Helper Methods
+ **************************************************************/
+
+// Wrap path / Bend modifiers?
+
+THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
+
+	this.bends.push( bendpath );
+
+};
+
+THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
+
+	var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
+	var i, il;
+
+	if ( !bends ) {
+
+		bends = this.bends;
+
+	}
+
+	for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+	}
+
+	return oldPts;
+
+};
+
+THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
+
+	var oldPts = this.getSpacedPoints( segments );
+
+	var i, il;
+
+	if ( !bends ) {
+
+		bends = this.bends;
+
+	}
+
+	for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+	}
+
+	return oldPts;
+
+};
+
+// This returns getPoints() bend/wrapped around the contour of a path.
+// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
+
+THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
+
+	var bounds = this.getBoundingBox();
+
+	var i, il, p, oldX, oldY, xNorm;
+
+	for ( i = 0, il = oldPts.length; i < il; i ++ ) {
+
+		p = oldPts[ i ];
+
+		oldX = p.x;
+		oldY = p.y;
+
+		xNorm = oldX / bounds.maxX;
+
+		// If using actual distance, for length > path, requires line extrusions
+		//xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
+
+		xNorm = path.getUtoTmapping( xNorm, oldX );
+
+		// check for out of bounds?
+
+		var pathPt = path.getPoint( xNorm );
+		var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
+
+		p.x = pathPt.x + normal.x;
+		p.y = pathPt.y + normal.y;
+
+	}
+
+	return oldPts;
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
 
-		return Math.sqrt( this.distanceToSquared( v ) );
+THREE.Gyroscope = function () {
 
-	},
+	THREE.Object3D.call( this );
 
-	distanceToSquared: function ( v ) {
+};
 
-		return new THREE.Vector3().sub( this, v ).lengthSq();
+THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
 
-	},
+THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
 
-	getPositionFromMatrix: function ( m ) {
+	this.matrixAutoUpdate && this.updateMatrix();
 
-		this.x = m.elements[12];
-		this.y = m.elements[13];
-		this.z = m.elements[14];
+	// update matrixWorld
 
-		return this;
+	if ( this.matrixWorldNeedsUpdate || force ) {
 
-	},
+		if ( this.parent ) {
+
+			this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
 
-	setEulerFromRotationMatrix: function ( m, order ) {
+			this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
+			this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
 
-		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+			this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
 
-		// clamp, to handle numerical problems
 
-		function clamp( x ) {
+		} else {
 
-			return Math.min( Math.max( x, -1 ), 1 );
+			this.matrixWorld.copy( this.matrix );
 
 		}
 
-		var te = m.elements;
-		var m11 = te[0], m12 = te[4], m13 = te[8];
-		var m21 = te[1], m22 = te[5], m23 = te[9];
-		var m31 = te[2], m32 = te[6], m33 = te[10];
 
-		if ( order === undefined || order === 'XYZ' ) {
+		this.matrixWorldNeedsUpdate = false;
 
-			this.y = Math.asin( clamp( m13 ) );
+		force = true;
 
-			if ( Math.abs( m13 ) < 0.99999 ) {
+	}
 
-				this.x = Math.atan2( - m23, m33 );
-				this.z = Math.atan2( - m12, m11 );
+	// update children
 
-			} else {
+	for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
-				this.x = Math.atan2( m32, m22 );
-				this.z = 0;
+		this.children[ i ].updateMatrixWorld( force );
 
-			}
+	}
 
-		} else if ( order === 'YXZ' ) {
+};
 
-			this.x = Math.asin( - clamp( m23 ) );
+THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
+THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
+THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
+THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
 
-			if ( Math.abs( m23 ) < 0.99999 ) {
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Creates free form 2d path using series of points, lines or curves.
+ *
+ **/
+
+THREE.Path = function ( points ) {
+
+	THREE.CurvePath.call(this);
+
+	this.actions = [];
+
+	if ( points ) {
+
+		this.fromPoints( points );
+
+	}
+
+};
+
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
+
+THREE.PathActions = {
+
+	MOVE_TO: 'moveTo',
+	LINE_TO: 'lineTo',
+	QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
+	BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
+	CSPLINE_THRU: 'splineThru',				// Catmull-rom spline
+	ARC: 'arc',								// Circle
+	ELLIPSE: 'ellipse'
+};
+
+// TODO Clean up PATH API
+
+// Create path using straight lines to connect all points
+// - vectors: array of Vector2
+
+THREE.Path.prototype.fromPoints = function ( vectors ) {
+
+	this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
+
+	for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
+
+		this.lineTo( vectors[ v ].x, vectors[ v ].y );
+
+	};
+
+};
+
+// startPath() endPath()?
+
+THREE.Path.prototype.moveTo = function ( x, y ) {
+
+	var args = Array.prototype.slice.call( arguments );
+	this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.lineTo = function ( x, y ) {
+
+	var args = Array.prototype.slice.call( arguments );
+
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
+
+	var args = Array.prototype.slice.call( arguments );
+
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
+												new THREE.Vector2( aCPx, aCPy ),
+												new THREE.Vector2( aX, aY ) );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
+                                               aCP2x, aCP2y,
+                                               aX, aY ) {
+
+	var args = Array.prototype.slice.call( arguments );
+
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
+											new THREE.Vector2( aCP1x, aCP1y ),
+											new THREE.Vector2( aCP2x, aCP2y ),
+											new THREE.Vector2( aX, aY ) );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
+
+	var args = Array.prototype.slice.call( arguments );
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+//---
+	var npts = [ new THREE.Vector2( x0, y0 ) ];
+	Array.prototype.push.apply( npts, pts );
+
+	var curve = new THREE.SplineCurve( npts );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
+
+};
+
+// FUTURE: Change the API or follow canvas API?
+
+THREE.Path.prototype.arc = function ( aX, aY, aRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+
+	var lastargs = this.actions[ this.actions.length - 1].args;
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	this.absarc(aX + x0, aY + y0, aRadius,
+		aStartAngle, aEndAngle, aClockwise );
+	
+ };
+
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+	this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+ };
+ 
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+
+	var lastargs = this.actions[ this.actions.length - 1].args;
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
+		aStartAngle, aEndAngle, aClockwise );
+
+ };
+ 
+
+THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+
+	var args = Array.prototype.slice.call( arguments );
+	var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
+									aStartAngle, aEndAngle, aClockwise );
+	this.curves.push( curve );
+
+	var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
+	args.push(lastPoint.x);
+	args.push(lastPoint.y);
+
+	this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
+
+ };
+
+THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
+
+	if ( ! divisions ) divisions = 40;
+
+	var points = [];
+
+	for ( var i = 0; i < divisions; i ++ ) {
+
+		points.push( this.getPoint( i / divisions ) );
+
+		//if( !this.getPoint( i / divisions ) ) throw "DIE";
+
+	}
+
+	// if ( closedPath ) {
+	//
+	// 	points.push( points[ 0 ] );
+	//
+	// }
+
+	return points;
+
+};
+
+/* Return an array of vectors based on contour of the path */
+
+THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
+
+	if (this.useSpacedPoints) {
+		console.log('tata');
+		return this.getSpacedPoints( divisions, closedPath );
+	}
+
+	divisions = divisions || 12;
+
+	var points = [];
+
+	var i, il, item, action, args;
+	var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
+		laste, j,
+		t, tx, ty;
+
+	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+		item = this.actions[ i ];
+
+		action = item.action;
+		args = item.args;
+
+		switch( action ) {
+
+		case THREE.PathActions.MOVE_TO:
+
+			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+			break;
+
+		case THREE.PathActions.LINE_TO:
+
+			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+			break;
+
+		case THREE.PathActions.QUADRATIC_CURVE_TO:
+
+			cpx  = args[ 2 ];
+			cpy  = args[ 3 ];
+
+			cpx1 = args[ 0 ];
+			cpy1 = args[ 1 ];
+
+			if ( points.length > 0 ) {
+
+				laste = points[ points.length - 1 ];
+
+				cpx0 = laste.x;
+				cpy0 = laste.y;
+
+			} else {
+
+				laste = this.actions[ i - 1 ].args;
+
+				cpx0 = laste[ laste.length - 2 ];
+				cpy0 = laste[ laste.length - 1 ];
+
+			}
+
+			for ( j = 1; j <= divisions; j ++ ) {
+
+				t = j / divisions;
+
+				tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+				ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+		  	}
+
+			break;
+
+		case THREE.PathActions.BEZIER_CURVE_TO:
+
+			cpx  = args[ 4 ];
+			cpy  = args[ 5 ];
+
+			cpx1 = args[ 0 ];
+			cpy1 = args[ 1 ];
+
+			cpx2 = args[ 2 ];
+			cpy2 = args[ 3 ];
+
+			if ( points.length > 0 ) {
+
+				laste = points[ points.length - 1 ];
+
+				cpx0 = laste.x;
+				cpy0 = laste.y;
+
+			} else {
+
+				laste = this.actions[ i - 1 ].args;
+
+				cpx0 = laste[ laste.length - 2 ];
+				cpy0 = laste[ laste.length - 1 ];
+
+			}
+
+
+			for ( j = 1; j <= divisions; j ++ ) {
+
+				t = j / divisions;
+
+				tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+				ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+			}
+
+			break;
+
+		case THREE.PathActions.CSPLINE_THRU:
+
+			laste = this.actions[ i - 1 ].args;
+
+			var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
+			var spts = [ last ];
+
+			var n = divisions * args[ 0 ].length;
+
+			spts = spts.concat( args[ 0 ] );
+
+			var spline = new THREE.SplineCurve( spts );
+
+			for ( j = 1; j <= n; j ++ ) {
+
+				points.push( spline.getPointAt( j / n ) ) ;
+
+			}
+
+			break;
+
+		case THREE.PathActions.ARC:
+
+			var aX = args[ 0 ], aY = args[ 1 ],
+				aRadius = args[ 2 ],
+				aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
+				aClockwise = !!args[ 5 ];
+
+			var deltaAngle = aEndAngle - aStartAngle;
+			var angle;
+			var tdivisions = divisions * 2;
+
+			for ( j = 1; j <= tdivisions; j ++ ) {
+
+				t = j / tdivisions;
+
+				if ( ! aClockwise ) {
+
+					t = 1 - t;
+
+				}
+
+				angle = aStartAngle + t * deltaAngle;
+
+				tx = aX + aRadius * Math.cos( angle );
+				ty = aY + aRadius * Math.sin( angle );
+
+				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+			}
+
+			//console.log(points);
+
+		  break;
+		  
+		case THREE.PathActions.ELLIPSE:
+
+			var aX = args[ 0 ], aY = args[ 1 ],
+				xRadius = args[ 2 ],
+				yRadius = args[ 3 ],
+				aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
+				aClockwise = !!args[ 6 ];
+
+
+			var deltaAngle = aEndAngle - aStartAngle;
+			var angle;
+			var tdivisions = divisions * 2;
+
+			for ( j = 1; j <= tdivisions; j ++ ) {
+
+				t = j / tdivisions;
+
+				if ( ! aClockwise ) {
+
+					t = 1 - t;
+
+				}
+
+				angle = aStartAngle + t * deltaAngle;
+
+				tx = aX + xRadius * Math.cos( angle );
+				ty = aY + yRadius * Math.sin( angle );
+
+				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+			}
+
+			//console.log(points);
+
+		  break;
+
+		} // end switch
+
+	}
+
+
+
+	// Normalize to remove the closing point by default.
+	var lastPoint = points[ points.length - 1];
+	var EPSILON = 0.0000000001;
+	if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
+             Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
+		points.splice( points.length - 1, 1);
+	if ( closedPath ) {
+
+		points.push( points[ 0 ] );
+
+	}
+
+	return points;
+
+};
+
+// Breaks path into shapes
+
+THREE.Path.prototype.toShapes = function() {
+
+	var i, il, item, action, args;
+
+	var subPaths = [], lastPath = new THREE.Path();
+
+	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+		item = this.actions[ i ];
+
+		args = item.args;
+		action = item.action;
+
+		if ( action == THREE.PathActions.MOVE_TO ) {
+
+			if ( lastPath.actions.length != 0 ) {
+
+				subPaths.push( lastPath );
+				lastPath = new THREE.Path();
+
+			}
+
+		}
+
+		lastPath[ action ].apply( lastPath, args );
+
+	}
+
+	if ( lastPath.actions.length != 0 ) {
+
+		subPaths.push( lastPath );
+
+	}
+
+	// console.log(subPaths);
+
+	if ( subPaths.length == 0 ) return [];
+
+	var tmpPath, tmpShape, shapes = [];
+
+	var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
+	// console.log("Holes first", holesFirst);
+
+	if ( subPaths.length == 1) {
+		tmpPath = subPaths[0];
+		tmpShape = new THREE.Shape();
+		tmpShape.actions = tmpPath.actions;
+		tmpShape.curves = tmpPath.curves;
+		shapes.push( tmpShape );
+		return shapes;
+	};
+
+	if ( holesFirst ) {
+
+		tmpShape = new THREE.Shape();
+
+		for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+			tmpPath = subPaths[ i ];
+
+			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+				tmpShape.actions = tmpPath.actions;
+				tmpShape.curves = tmpPath.curves;
+
+				shapes.push( tmpShape );
+				tmpShape = new THREE.Shape();
+
+				//console.log('cw', i);
+
+			} else {
+
+				tmpShape.holes.push( tmpPath );
+
+				//console.log('ccw', i);
+
+			}
+
+		}
+
+	} else {
+
+		// Shapes first
+
+		for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+			tmpPath = subPaths[ i ];
+
+			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+
+				if ( tmpShape ) shapes.push( tmpShape );
+
+				tmpShape = new THREE.Shape();
+				tmpShape.actions = tmpPath.actions;
+				tmpShape.curves = tmpPath.curves;
+
+			} else {
+
+				tmpShape.holes.push( tmpPath );
+
+			}
+
+		}
+
+		shapes.push( tmpShape );
+
+	}
+
+	//console.log("shape", shapes);
+
+	return shapes;
+
+};
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Defines a 2d shape plane using paths.
+ **/
+
+// STEP 1 Create a path.
+// STEP 2 Turn path into shape.
+// STEP 3 ExtrudeGeometry takes in Shape/Shapes
+// STEP 3a - Extract points from each shape, turn to vertices
+// STEP 3b - Triangulate each shape, add faces.
+
+THREE.Shape = function ( ) {
+
+	THREE.Path.apply( this, arguments );
+	this.holes = [];
+
+};
+
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
+
+// Convenience method to return ExtrudeGeometry
+
+THREE.Shape.prototype.extrude = function ( options ) {
+
+	var extruded = new THREE.ExtrudeGeometry( this, options );
+	return extruded;
+
+};
+
+// Convenience method to return ShapeGeometry
+
+THREE.Shape.prototype.makeGeometry = function ( options ) {
+
+	var geometry = new THREE.ShapeGeometry( this, options );
+	return geometry;
+
+};
+
+// Get points of holes
+
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
+
+	var i, il = this.holes.length, holesPts = [];
+
+	for ( i = 0; i < il; i ++ ) {
+
+		holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
+
+	}
+
+	return holesPts;
+
+};
+
+// Get points of holes (spaced by regular distance)
+
+THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
+
+	var i, il = this.holes.length, holesPts = [];
+
+	for ( i = 0; i < il; i ++ ) {
+
+		holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
+
+	}
+
+	return holesPts;
+
+};
+
+
+// Get points of shape and holes (keypoints based on segments parameter)
+
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
+
+	return {
+
+		shape: this.getTransformedPoints( divisions ),
+		holes: this.getPointsHoles( divisions )
+
+	};
+
+};
+
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
+
+	if (this.useSpacedPoints) {
+		return this.extractAllSpacedPoints(divisions);
+	}
+
+	return this.extractAllPoints(divisions);
+
+};
+
+//
+// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
+//
+// 	return {
+//
+// 		shape: this.transform( bend, divisions ),
+// 		holes: this.getPointsHoles( divisions, bend )
+//
+// 	};
+//
+// };
+
+// Get points of shape and holes (spaced by regular distance)
+
+THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
+
+	return {
+
+		shape: this.getTransformedSpacedPoints( divisions ),
+		holes: this.getSpacedPointsHoles( divisions )
+
+	};
+
+};
+
+/**************************************************************
+ *	Utils
+ **************************************************************/
+
+THREE.Shape.Utils = {
+
+	/*
+		contour - array of vector2 for contour
+		holes   - array of array of vector2
+	*/
+
+	removeHoles: function ( contour, holes ) {
+
+		var shape = contour.concat(); // work on this shape
+		var allpoints = shape.concat();
+
+		/* For each isolated shape, find the closest points and break to the hole to allow triangulation */
+
+
+		var prevShapeVert, nextShapeVert,
+			prevHoleVert, nextHoleVert,
+			holeIndex, shapeIndex,
+			shapeId, shapeGroup,
+			h, h2,
+			hole, shortest, d,
+			p, pts1, pts2,
+			tmpShape1, tmpShape2,
+			tmpHole1, tmpHole2,
+			verts = [];
+
+		for ( h = 0; h < holes.length; h ++ ) {
+
+			hole = holes[ h ];
+
+			/*
+			shapeholes[ h ].concat(); // preserves original
+			holes.push( hole );
+			*/
+
+			Array.prototype.push.apply( allpoints, hole );
+
+			shortest = Number.POSITIVE_INFINITY;
+
+
+			// Find the shortest pair of pts between shape and hole
+
+			// Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
+			// Using distanceToSquared() intead of distanceTo() should speed a little
+			// since running square roots operations are reduced.
+
+			for ( h2 = 0; h2 < hole.length; h2 ++ ) {
+
+				pts1 = hole[ h2 ];
+				var dist = [];
+
+				for ( p = 0; p < shape.length; p++ ) {
+
+					pts2 = shape[ p ];
+					d = pts1.distanceToSquared( pts2 );
+					dist.push( d );
+
+					if ( d < shortest ) {
+
+						shortest = d;
+						holeIndex = h2;
+						shapeIndex = p;
+
+					}
+
+				}
+
+			}
+
+			//console.log("shortest", shortest, dist);
+
+			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+			var areaapts = [
+
+				hole[ holeIndex ],
+				shape[ shapeIndex ],
+				shape[ prevShapeVert ]
+
+			];
+
+			var areaa = THREE.FontUtils.Triangulate.area( areaapts );
+
+			var areabpts = [
+
+				hole[ holeIndex ],
+				hole[ prevHoleVert ],
+				shape[ shapeIndex ]
+
+			];
+
+			var areab = THREE.FontUtils.Triangulate.area( areabpts );
+
+			var shapeOffset = 1;
+			var holeOffset = -1;
+
+			var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
+			shapeIndex += shapeOffset;
+			holeIndex += holeOffset;
+
+			if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
+			shapeIndex %= shape.length;
+
+			if ( holeIndex < 0 ) { holeIndex += hole.length;  }
+			holeIndex %= hole.length;
+
+			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+			areaapts = [
+
+				hole[ holeIndex ],
+				shape[ shapeIndex ],
+				shape[ prevShapeVert ]
+
+			];
+
+			var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
+
+			areabpts = [
+
+				hole[ holeIndex ],
+				hole[ prevHoleVert ],
+				shape[ shapeIndex ]
+
+			];
+
+			var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
+			//console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ),  ( areaa2 + areab2 ));
+
+			if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
+
+				// In case areas are not correct.
+				//console.log("USE THIS");
+
+				shapeIndex = oldShapeIndex;
+				holeIndex = oldHoleIndex ;
+
+				if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
+				shapeIndex %= shape.length;
+
+				if ( holeIndex < 0 ) { holeIndex += hole.length;  }
+				holeIndex %= hole.length;
+
+				prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+				prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+			} else {
+
+				//console.log("USE THAT ")
+
+			}
+
+			tmpShape1 = shape.slice( 0, shapeIndex );
+			tmpShape2 = shape.slice( shapeIndex );
+			tmpHole1 = hole.slice( holeIndex );
+			tmpHole2 = hole.slice( 0, holeIndex );
+
+			// Should check orders here again?
+
+			var trianglea = [
+
+				hole[ holeIndex ],
+				shape[ shapeIndex ],
+				shape[ prevShapeVert ]
+
+			];
+
+			var triangleb = [
+
+				hole[ holeIndex ] ,
+				hole[ prevHoleVert ],
+				shape[ shapeIndex ]
+
+			];
+
+			verts.push( trianglea );
+			verts.push( triangleb );
+
+			shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
+
+		}
+
+		return {
+
+			shape:shape, 		/* shape with no holes */
+			isolatedPts: verts, /* isolated faces */
+			allpoints: allpoints
+
+		}
+
+
+	},
+
+	triangulateShape: function ( contour, holes ) {
+
+		var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
+
+		var shape = shapeWithoutHoles.shape,
+			allpoints = shapeWithoutHoles.allpoints,
+			isolatedPts = shapeWithoutHoles.isolatedPts;
+
+		var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
+
+		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
+
+		//console.log( "triangles",triangles, triangles.length );
+		//console.log( "allpoints",allpoints, allpoints.length );
+
+		var i, il, f, face,
+			key, index,
+			allPointsMap = {},
+			isolatedPointsMap = {};
+
+		// prepare all points map
+
+		for ( i = 0, il = allpoints.length; i < il; i ++ ) {
+
+			key = allpoints[ i ].x + ":" + allpoints[ i ].y;
+
+			if ( allPointsMap[ key ] !== undefined ) {
+
+				console.log( "Duplicate point", key );
+
+			}
+
+			allPointsMap[ key ] = i;
+
+		}
+
+		// check all face vertices against all points map
+
+		for ( i = 0, il = triangles.length; i < il; i ++ ) {
+
+			face = triangles[ i ];
+
+			for ( f = 0; f < 3; f ++ ) {
+
+				key = face[ f ].x + ":" + face[ f ].y;
+
+				index = allPointsMap[ key ];
+
+				if ( index !== undefined ) {
+
+					face[ f ] = index;
+
+				}
+
+			}
+
+		}
+
+		// check isolated points vertices against all points map
+
+		for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
+
+			face = isolatedPts[ i ];
+
+			for ( f = 0; f < 3; f ++ ) {
+
+				key = face[ f ].x + ":" + face[ f ].y;
+
+				index = allPointsMap[ key ];
+
+				if ( index !== undefined ) {
+
+					face[ f ] = index;
+
+				}
+
+			}
+
+		}
+
+		return triangles.concat( isolatedPts );
+
+	}, // end triangulate shapes
+
+	/*
+	triangulate2 : function( pts, holes ) {
+
+		// For use with Poly2Tri.js
+
+		var allpts = pts.concat();
+		var shape = [];
+		for (var p in pts) {
+			shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
+		}
+
+		var swctx = new js.poly2tri.SweepContext(shape);
+
+		for (var h in holes) {
+			var aHole = holes[h];
+			var newHole = []
+			for (i in aHole) {
+				newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
+				allpts.push(aHole[i]);
+			}
+			swctx.AddHole(newHole);
+		}
+
+		var find;
+		var findIndexForPt = function (pt) {
+			find = new THREE.Vector2(pt.x, pt.y);
+			var p;
+			for (p=0, pl = allpts.length; p<pl; p++) {
+				if (allpts[p].equals(find)) return p;
+			}
+			return -1;
+		};
+
+		// triangulate
+		js.poly2tri.sweep.Triangulate(swctx);
+
+		var triangles =  swctx.GetTriangles();
+		var tr ;
+		var facesPts = [];
+		for (var t in triangles) {
+			tr =  triangles[t];
+			facesPts.push([
+				findIndexForPt(tr.GetPoint(0)),
+				findIndexForPt(tr.GetPoint(1)),
+				findIndexForPt(tr.GetPoint(2))
+					]);
+		}
+
+
+	//	console.log(facesPts);
+	//	console.log("triangles", triangles.length, triangles);
+
+		// Returns array of faces with 3 element each
+	return facesPts;
+	},
+*/
+
+	isClockWise: function ( pts ) {
+
+		return THREE.FontUtils.Triangulate.area( pts ) < 0;
+
+	},
+
+	// Bezier Curves formulas obtained from
+	// http://en.wikipedia.org/wiki/B%C3%A9zier_curve
+
+	// Quad Bezier Functions
+
+	b2p0: function ( t, p ) {
+
+		var k = 1 - t;
+		return k * k * p;
+
+	},
+
+	b2p1: function ( t, p ) {
+
+		return 2 * ( 1 - t ) * t * p;
+
+	},
+
+	b2p2: function ( t, p ) {
+
+		return t * t * p;
+
+	},
+
+	b2: function ( t, p0, p1, p2 ) {
+
+		return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
+
+	},
+
+	// Cubic Bezier Functions
+
+	b3p0: function ( t, p ) {
+
+		var k = 1 - t;
+		return k * k * k * p;
+
+	},
+
+	b3p1: function ( t, p ) {
+
+		var k = 1 - t;
+		return 3 * k * k * t * p;
+
+	},
+
+	b3p2: function ( t, p ) {
+
+		var k = 1 - t;
+		return 3 * k * t * t * p;
+
+	},
+
+	b3p3: function ( t, p ) {
+
+		return t * t * t * p;
+
+	},
+
+	b3: function ( t, p0, p1, p2, p3 ) {
+
+		return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );
+
+	}
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.AnimationHandler = (function() {
+
+	var playing = [];
+	var library = {};
+	var that    = {};
+
+
+	//--- update ---
+
+	that.update = function( deltaTimeMS ) {
+
+		for( var i = 0; i < playing.length; i ++ )
+			playing[ i ].update( deltaTimeMS );
+
+	};
+
+
+	//--- add ---
+
+	that.addToUpdate = function( animation ) {
+
+		if ( playing.indexOf( animation ) === -1 )
+			playing.push( animation );
+
+	};
+
+
+	//--- remove ---
+
+	that.removeFromUpdate = function( animation ) {
+
+		var index = playing.indexOf( animation );
+
+		if( index !== -1 )
+			playing.splice( index, 1 );
+
+	};
+
+
+	//--- add ---
+
+	that.add = function( data ) {
+
+		if ( library[ data.name ] !== undefined )
+			console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
+
+		library[ data.name ] = data;
+		initData( data );
+
+	};
+
+
+	//--- get ---
+
+	that.get = function( name ) {
+
+		if ( typeof name === "string" ) {
+
+			if ( library[ name ] ) {
+
+				return library[ name ];
+
+			} else {
+
+				console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
+				return null;
+
+			}
+
+		} else {
+
+			// todo: add simple tween library
+
+		}
+
+	};
+
+	//--- parse ---
+
+	that.parse = function( root ) {
+
+		// setup hierarchy
+
+		var hierarchy = [];
+
+		if ( root instanceof THREE.SkinnedMesh ) {
+
+			for( var b = 0; b < root.bones.length; b++ ) {
+
+				hierarchy.push( root.bones[ b ] );
+
+			}
+
+		} else {
+
+			parseRecurseHierarchy( root, hierarchy );
+
+		}
+
+		return hierarchy;
+
+	};
+
+	var parseRecurseHierarchy = function( root, hierarchy ) {
+
+		hierarchy.push( root );
+
+		for( var c = 0; c < root.children.length; c++ )
+			parseRecurseHierarchy( root.children[ c ], hierarchy );
+
+	}
+
+
+	//--- init data ---
+
+	var initData = function( data ) {
+
+		if( data.initialized === true )
+			return;
+
+
+		// loop through all keys
+
+		for( var h = 0; h < data.hierarchy.length; h ++ ) {
+
+			for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+				// remove minus times
+
+				if( data.hierarchy[ h ].keys[ k ].time < 0 )
+					data.hierarchy[ h ].keys[ k ].time = 0;
+
+
+				// create quaternions
+
+				if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
+				 !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
+
+					var quat = data.hierarchy[ h ].keys[ k ].rot;
+					data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
+
+				}
+
+			}
+
+
+			// prepare morph target keys
+
+			if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
+
+				// get all used
+
+				var usedMorphTargets = {};
+
+				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+					for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+						var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
+						usedMorphTargets[ morphTargetName ] = -1;
+
+					}
+
+				}
+
+				data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
+
+
+				// set all used on all frames
+
+				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+					var influences = {};
+
+					for ( var morphTargetName in usedMorphTargets ) {
+
+						for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+							if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
+
+								influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
+								break;
+
+							}
+
+						}
+
+						if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
+
+							influences[ morphTargetName ] = 0;
+
+						}
+
+					}
+
+					data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
+
+				}
+
+			}
+
+
+			// remove all keys that are on the same time
+
+			for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+				if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
+
+					data.hierarchy[ h ].keys.splice( k, 1 );
+					k --;
+
+				}
+
+			}
+
+
+			// set index
+
+			for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+				data.hierarchy[ h ].keys[ k ].index = k;
+
+			}
+
+		}
+
+
+		// JIT
+
+		var lengthInFrames = parseInt( data.length * data.fps, 10 );
+
+		data.JIT = {};
+		data.JIT.hierarchy = [];
+
+		for( var h = 0; h < data.hierarchy.length; h ++ )
+			data.JIT.hierarchy.push( new Array( lengthInFrames ) );
+
+
+		// done
+
+		data.initialized = true;
+
+	};
+
+
+	// interpolation types
+
+	that.LINEAR = 0;
+	that.CATMULLROM = 1;
+	that.CATMULLROM_FORWARD = 2;
+
+	return that;
+
+}());
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Animation = function ( root, name, interpolationType ) {
+
+	this.root = root;
+	this.data = THREE.AnimationHandler.get( name );
+	this.hierarchy = THREE.AnimationHandler.parse( root );
+
+	this.currentTime = 0;
+	this.timeScale = 1;
+
+	this.isPlaying = false;
+	this.isPaused = true;
+	this.loop = true;
+
+	this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
+
+	this.points = [];
+	this.target = new THREE.Vector3();
+
+};
+
+THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
+
+	if ( this.isPlaying === false ) {
+
+		this.isPlaying = true;
+		this.loop = loop !== undefined ? loop : true;
+		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+
+		// reset key cache
+
+		var h, hl = this.hierarchy.length,
+			object;
+
+		for ( h = 0; h < hl; h ++ ) {
+
+			object = this.hierarchy[ h ];
+
+			if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+				object.useQuaternion = true;
+
+			}
+
+			object.matrixAutoUpdate = true;
+
+			if ( object.animationCache === undefined ) {
+
+				object.animationCache = {};
+				object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
+				object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
+				object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+			}
+
+			var prevKey = object.animationCache.prevKey;
+			var nextKey = object.animationCache.nextKey;
+
+			prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
+			prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
+			prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
+
+			nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
+			nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
+			nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
+
+		}
+
+		this.update( 0 );
+
+	}
+
+	this.isPaused = false;
+
+	THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+THREE.Animation.prototype.pause = function() {
+
+	if ( this.isPaused === true ) {
+
+		THREE.AnimationHandler.addToUpdate( this );
+
+	} else {
+
+		THREE.AnimationHandler.removeFromUpdate( this );
+
+	}
+
+	this.isPaused = !this.isPaused;
+
+};
+
+
+THREE.Animation.prototype.stop = function() {
+
+	this.isPlaying = false;
+	this.isPaused  = false;
+	THREE.AnimationHandler.removeFromUpdate( this );
+
+};
+
+
+THREE.Animation.prototype.update = function ( deltaTimeMS ) {
+
+	// early out
+
+	if ( this.isPlaying === false ) return;
+
+
+	// vars
+
+	var types = [ "pos", "rot", "scl" ];
+	var type;
+	var scale;
+	var vector;
+	var prevXYZ, nextXYZ;
+	var prevKey, nextKey;
+	var object;
+	var animationCache;
+	var frame;
+	var JIThierarchy = this.data.JIT.hierarchy;
+	var currentTime, unloopedCurrentTime;
+	var currentPoint, forwardPoint, angle;
+
+
+	this.currentTime += deltaTimeMS * this.timeScale;
+
+	unloopedCurrentTime = this.currentTime;
+	currentTime = this.currentTime = this.currentTime % this.data.length;
+	frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+
+
+	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+		object = this.hierarchy[ h ];
+		animationCache = object.animationCache;
+
+		// loop through pos/rot/scl
+
+		for ( var t = 0; t < 3; t ++ ) {
+
+			// get keys
+
+			type    = types[ t ];
+			prevKey = animationCache.prevKey[ type ];
+			nextKey = animationCache.nextKey[ type ];
+
+			// switch keys?
+
+			if ( nextKey.time <= unloopedCurrentTime ) {
+
+				// did we loop?
+
+				if ( currentTime < unloopedCurrentTime ) {
+
+					if ( this.loop ) {
+
+						prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+						nextKey = this.getNextKeyWith( type, h, 1 );
+
+						while( nextKey.time < currentTime ) {
+
+							prevKey = nextKey;
+							nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+						}
+
+					} else {
+
+						this.stop();
+						return;
+
+					}
+
+				} else {
+
+					do {
+
+						prevKey = nextKey;
+						nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+					} while( nextKey.time < currentTime )
+
+				}
+
+				animationCache.prevKey[ type ] = prevKey;
+				animationCache.nextKey[ type ] = nextKey;
+
+			}
+
+
+			object.matrixAutoUpdate = true;
+			object.matrixWorldNeedsUpdate = true;
+
+			scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
+			prevXYZ = prevKey[ type ];
+			nextXYZ = nextKey[ type ];
+
+
+			// check scale error
+
+			if ( scale < 0 || scale > 1 ) {
+
+				console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
+				scale = scale < 0 ? 0 : 1;
+
+			}
+
+			// interpolate
+
+			if ( type === "pos" ) {
+
+				vector = object.position;
+
+				if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
+
+					vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+					vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+					vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+				} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+						    this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+					this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
+					this.points[ 1 ] = prevXYZ;
+					this.points[ 2 ] = nextXYZ;
+					this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
+
+					scale = scale * 0.33 + 0.33;
+
+					currentPoint = this.interpolateCatmullRom( this.points, scale );
+
+					vector.x = currentPoint[ 0 ];
+					vector.y = currentPoint[ 1 ];
+					vector.z = currentPoint[ 2 ];
+
+					if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+						forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
+
+						this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
+						this.target.subSelf( vector );
+						this.target.y = 0;
+						this.target.normalize();
+
+						angle = Math.atan2( this.target.x, this.target.z );
+						object.rotation.set( 0, angle, 0 );
+
+					}
+
+				}
+
+			} else if ( type === "rot" ) {
+
+				THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
+
+			} else if ( type === "scl" ) {
+
+				vector = object.scale;
+
+				vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+				vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+				vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+			}
+
+		}
+
+	}
+
+};
+
+// Catmull-Rom spline
+
+THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
+
+	var c = [], v3 = [],
+	point, intPoint, weight, w2, w3,
+	pa, pb, pc, pd;
+
+	point = ( points.length - 1 ) * scale;
+	intPoint = Math.floor( point );
+	weight = point - intPoint;
+
+	c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+	c[ 1 ] = intPoint;
+	c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
+	c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
+
+	pa = points[ c[ 0 ] ];
+	pb = points[ c[ 1 ] ];
+	pc = points[ c[ 2 ] ];
+	pd = points[ c[ 3 ] ];
+
+	w2 = weight * weight;
+	w3 = weight * w2;
+
+	v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
+	v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
+	v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
+
+	return v3;
+
+};
+
+THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
+
+	var v0 = ( p2 - p0 ) * 0.5,
+		v1 = ( p3 - p1 ) * 0.5;
+
+	return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+};
+
+
+
+// Get next key with
+
+THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+
+	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+		key = key < keys.length - 1 ? key : keys.length - 1;
+
+	} else {
+
+		key = key % keys.length;
+
+	}
+
+	for ( ; key < keys.length; key++ ) {
+
+		if ( keys[ key ][ type ] !== undefined ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return this.data.hierarchy[ h ].keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+
+	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+		key = key > 0 ? key : 0;
+
+	} else {
+
+		key = key >= 0 ? key : key + keys.length;
+
+	}
+
+
+	for ( ; key >= 0; key -- ) {
+
+		if ( keys[ key ][ type ] !== undefined ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author khang duong
+ * @author erik kitson
+ */
+
+THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
+
+	this.root = root;
+	this.data = THREE.AnimationHandler.get( data );
+	this.hierarchy = THREE.AnimationHandler.parse( root );
+	this.currentTime = 0;
+	this.timeScale = 0.001;
+	this.isPlaying = false;
+	this.isPaused = true;
+	this.loop = true;
+	this.JITCompile = JITCompile !== undefined ? JITCompile : true;
+
+	// initialize to first keyframes
+
+	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+		var keys = this.data.hierarchy[h].keys,
+			sids = this.data.hierarchy[h].sids,
+			obj = this.hierarchy[h];
+
+		if ( keys.length && sids ) {
+
+			for ( var s = 0; s < sids.length; s++ ) {
+
+				var sid = sids[ s ],
+					next = this.getNextKeyWith( sid, h, 0 );
+
+				if ( next ) {
+
+					next.apply( sid );
+
+				}
+
+			}
+
+			obj.matrixAutoUpdate = false;
+			this.data.hierarchy[h].node.updateMatrix();
+			obj.matrixWorldNeedsUpdate = true;
+
+		}
+
+	}
+
+};
+
+// Play
+
+THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
+
+	if( !this.isPlaying ) {
+
+		this.isPlaying = true;
+		this.loop = loop !== undefined ? loop : true;
+		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+		this.startTimeMs = startTimeMS;
+		this.startTime = 10000000;
+		this.endTime = -this.startTime;
+
+
+		// reset key cache
+
+		var h, hl = this.hierarchy.length,
+			object,
+			node;
+
+		for ( h = 0; h < hl; h++ ) {
+
+			object = this.hierarchy[ h ];
+			node = this.data.hierarchy[ h ];
+			object.useQuaternion = true;
+
+			if ( node.animationCache === undefined ) {
+
+				node.animationCache = {};
+				node.animationCache.prevKey = null;
+				node.animationCache.nextKey = null;
+				node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+			}
+
+			var keys = this.data.hierarchy[h].keys;
+
+			if (keys.length) {
+
+				node.animationCache.prevKey = keys[ 0 ];
+				node.animationCache.nextKey = keys[ 1 ];
+
+				this.startTime = Math.min( keys[0].time, this.startTime );
+				this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
+
+			}
+
+		}
+
+		this.update( 0 );
+
+	}
+
+	this.isPaused = false;
+
+	THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+
+// Pause
+
+THREE.KeyFrameAnimation.prototype.pause = function() {
+
+	if( this.isPaused ) {
+
+		THREE.AnimationHandler.addToUpdate( this );
+
+	} else {
+
+		THREE.AnimationHandler.removeFromUpdate( this );
+
+	}
+
+	this.isPaused = !this.isPaused;
+
+};
+
+
+// Stop
+
+THREE.KeyFrameAnimation.prototype.stop = function() {
+
+	this.isPlaying = false;
+	this.isPaused  = false;
+	THREE.AnimationHandler.removeFromUpdate( this );
+
+
+	// reset JIT matrix and remove cache
+
+	for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
+        
+        var obj = this.hierarchy[ h ];
+		var node = this.data.hierarchy[ h ];
+
+		if ( node.animationCache !== undefined ) {
+
+			var original = node.animationCache.originalMatrix;
+
+			if( obj instanceof THREE.Bone ) {
+
+				original.copy( obj.skinMatrix );
+				obj.skinMatrix = original;
+
+			} else {
+
+				original.copy( obj.matrix );
+				obj.matrix = original;
+
+			}
+
+			delete node.animationCache;
+
+		}
+
+	}
+
+};
+
+
+// Update
+
+THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
+
+	// early out
+
+	if( !this.isPlaying ) return;
+
+
+	// vars
+
+	var prevKey, nextKey;
+	var object;
+	var node;
+	var frame;
+	var JIThierarchy = this.data.JIT.hierarchy;
+	var currentTime, unloopedCurrentTime;
+	var looped;
+
+
+	// update
+
+	this.currentTime += deltaTimeMS * this.timeScale;
+
+	unloopedCurrentTime = this.currentTime;
+	currentTime         = this.currentTime = this.currentTime % this.data.length;
+
+	// if looped around, the current time should be based on the startTime
+	if ( currentTime < this.startTimeMs ) {
+
+		currentTime = this.currentTime = this.startTimeMs + currentTime;
+
+	}
+
+	frame               = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+	looped 				= currentTime < unloopedCurrentTime;
+
+	if ( looped && !this.loop ) {
+
+		// Set the animation to the last keyframes and stop
+		for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+			var keys = this.data.hierarchy[h].keys,
+				sids = this.data.hierarchy[h].sids,
+				end = keys.length-1,
+				obj = this.hierarchy[h];
+
+			if ( keys.length ) {
+
+				for ( var s = 0; s < sids.length; s++ ) {
+
+					var sid = sids[ s ],
+						prev = this.getPrevKeyWith( sid, h, end );
+
+					if ( prev ) {
+						prev.apply( sid );
+
+					}
+
+				}
+
+				this.data.hierarchy[h].node.updateMatrix();
+				obj.matrixWorldNeedsUpdate = true;
+
+			}
+
+		}
+
+		this.stop();
+		return;
+
+	}
+
+	// check pre-infinity
+	if ( currentTime < this.startTime ) {
+
+		return;
+
+	}
+
+	// update
+
+	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+		object = this.hierarchy[ h ];
+		node = this.data.hierarchy[ h ];
+
+		var keys = node.keys,
+			animationCache = node.animationCache;
+
+		// use JIT?
+
+		if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
+
+			if( object instanceof THREE.Bone ) {
+
+				object.skinMatrix = JIThierarchy[ h ][ frame ];
+				object.matrixWorldNeedsUpdate = false;
+
+			} else {
+
+				object.matrix = JIThierarchy[ h ][ frame ];
+				object.matrixWorldNeedsUpdate = true;
+
+			}
+
+		// use interpolation
+
+		} else if ( keys.length ) {
+
+			// make sure so original matrix and not JIT matrix is set
+
+			if ( this.JITCompile && animationCache ) {
+
+				if( object instanceof THREE.Bone ) {
+
+					object.skinMatrix = animationCache.originalMatrix;
+
+				} else {
+
+					object.matrix = animationCache.originalMatrix;
+
+				}
+
+			}
+
+			prevKey = animationCache.prevKey;
+			nextKey = animationCache.nextKey;
+
+			if ( prevKey && nextKey ) {
+
+				// switch keys?
+
+				if ( nextKey.time <= unloopedCurrentTime ) {
+
+					// did we loop?
+
+					if ( looped && this.loop ) {
+
+						prevKey = keys[ 0 ];
+						nextKey = keys[ 1 ];
+
+						while ( nextKey.time < currentTime ) {
+
+							prevKey = nextKey;
+							nextKey = keys[ prevKey.index + 1 ];
+
+						}
+
+					} else if ( !looped ) {
+
+						var lastIndex = keys.length - 1;
+
+						while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
+
+							prevKey = nextKey;
+							nextKey = keys[ prevKey.index + 1 ];
+
+						}
+
+					}
+
+					animationCache.prevKey = prevKey;
+					animationCache.nextKey = nextKey;
+
+				}
+                if(nextKey.time >= currentTime)
+                    prevKey.interpolate( nextKey, currentTime );
+                else
+                    prevKey.interpolate( nextKey, nextKey.time);
+
+			}
+
+			this.data.hierarchy[h].node.updateMatrix();
+			object.matrixWorldNeedsUpdate = true;
+
+		}
+
+	}
+
+	// update JIT?
+
+	if ( this.JITCompile ) {
+
+		if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
+
+			this.hierarchy[ 0 ].updateMatrixWorld( true );
+
+			for ( var h = 0; h < this.hierarchy.length; h++ ) {
+
+				if( this.hierarchy[ h ] instanceof THREE.Bone ) {
+
+					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
+
+				} else {
+
+					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
+
+				}
+
+			}
+
+		}
+
+	}
+
+};
+
+// Get next key with
+
+THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+	key = key % keys.length;
+
+	for ( ; key < keys.length; key++ ) {
+
+		if ( keys[ key ].hasTarget( sid ) ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+	key = key >= 0 ? key : key + keys.length;
+
+	for ( ; key >= 0; key-- ) {
+
+		if ( keys[ key ].hasTarget( sid ) ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return keys[ keys.length - 1 ];
+
+};
+/**
+ * Camera for rendering cube maps
+ *	- renders scene into axis-aligned cube
+ *
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
+
+	THREE.Object3D.call( this );
+
+	var fov = 90, aspect = 1;
+
+	var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraPX.up.set( 0, -1, 0 );
+	cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
+	this.add( cameraPX );
+
+	var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraNX.up.set( 0, -1, 0 );
+	cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
+	this.add( cameraNX );
+
+	var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraPY.up.set( 0, 0, 1 );
+	cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
+	this.add( cameraPY );
+
+	var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraNY.up.set( 0, 0, -1 );
+	cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
+	this.add( cameraNY );
+
+	var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraPZ.up.set( 0, -1, 0 );
+	cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
+	this.add( cameraPZ );
+
+	var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraNZ.up.set( 0, -1, 0 );
+	cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
+	this.add( cameraNZ );
+
+	this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
+
+	this.updateCubeMap = function ( renderer, scene ) {
+
+		var renderTarget = this.renderTarget;
+		var generateMipmaps = renderTarget.generateMipmaps;
+
+		renderTarget.generateMipmaps = false;
+
+		renderTarget.activeCubeFace = 0;
+		renderer.render( scene, cameraPX, renderTarget );
+
+		renderTarget.activeCubeFace = 1;
+		renderer.render( scene, cameraNX, renderTarget );
+
+		renderTarget.activeCubeFace = 2;
+		renderer.render( scene, cameraPY, renderTarget );
+
+		renderTarget.activeCubeFace = 3;
+		renderer.render( scene, cameraNY, renderTarget );
+
+		renderTarget.activeCubeFace = 4;
+		renderer.render( scene, cameraPZ, renderTarget );
+
+		renderTarget.generateMipmaps = generateMipmaps;
+
+		renderTarget.activeCubeFace = 5;
+		renderer.render( scene, cameraNZ, renderTarget );
+
+	};
+
+};
+
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
+/*
+ *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
+ *
+ *	A general perpose camera, for setting FOV, Lens Focal Length,
+ *		and switching between perspective and orthographic views easily.
+ *		Use this only if you do not wish to manage
+ *		both a Orthographic and Perspective Camera
+ *
+ */
+
+
+THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
+
+	THREE.Camera.call( this );
+
+	this.fov = fov;
+
+	this.left = -width / 2;
+	this.right = width / 2
+	this.top = height / 2;
+	this.bottom = -height / 2;
+
+	// We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
+
+	this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 	orthoNear, orthoFar );
+	this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
+
+	this.zoom = 1;
+
+	this.toPerspective();
+
+	var aspect = width/height;
+
+};
+
+THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.CombinedCamera.prototype.toPerspective = function () {
+
+	// Switches to the Perspective Camera
+
+	this.near = this.cameraP.near;
+	this.far = this.cameraP.far;
+
+	this.cameraP.fov =  this.fov / this.zoom ;
+
+	this.cameraP.updateProjectionMatrix();
+
+	this.projectionMatrix = this.cameraP.projectionMatrix;
+
+	this.inPerspectiveMode = true;
+	this.inOrthographicMode = false;
+
+};
+
+THREE.CombinedCamera.prototype.toOrthographic = function () {
+
+	// Switches to the Orthographic camera estimating viewport from Perspective
+
+	var fov = this.fov;
+	var aspect = this.cameraP.aspect;
+	var near = this.cameraP.near;
+	var far = this.cameraP.far;
+
+	// The size that we set is the mid plane of the viewing frustum
+
+	var hyperfocus = ( near + far ) / 2;
+
+	var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
+	var planeHeight = 2 * halfHeight;
+	var planeWidth = planeHeight * aspect;
+	var halfWidth = planeWidth / 2;
+
+	halfHeight /= this.zoom;
+	halfWidth /= this.zoom;
+
+	this.cameraO.left = -halfWidth;
+	this.cameraO.right = halfWidth;
+	this.cameraO.top = halfHeight;
+	this.cameraO.bottom = -halfHeight;
+
+	// this.cameraO.left = -farHalfWidth;
+	// this.cameraO.right = farHalfWidth;
+	// this.cameraO.top = farHalfHeight;
+	// this.cameraO.bottom = -farHalfHeight;
+
+	// this.cameraO.left = this.left / this.zoom;
+	// this.cameraO.right = this.right / this.zoom;
+	// this.cameraO.top = this.top / this.zoom;
+	// this.cameraO.bottom = this.bottom / this.zoom;
+
+	this.cameraO.updateProjectionMatrix();
+
+	this.near = this.cameraO.near;
+	this.far = this.cameraO.far;
+	this.projectionMatrix = this.cameraO.projectionMatrix;
+
+	this.inPerspectiveMode = false;
+	this.inOrthographicMode = true;
+
+};
+
+
+THREE.CombinedCamera.prototype.setSize = function( width, height ) {
+
+	this.cameraP.aspect = width / height;
+	this.left = -width / 2;
+	this.right = width / 2
+	this.top = height / 2;
+	this.bottom = -height / 2;
+
+};
+
+
+THREE.CombinedCamera.prototype.setFov = function( fov ) {
+
+	this.fov = fov;
+
+	if ( this.inPerspectiveMode ) {
+
+		this.toPerspective();
+
+	} else {
+
+		this.toOrthographic();
+
+	}
+
+};
+
+// For mantaining similar API with PerspectiveCamera
+
+THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
+
+	if ( this.inPerspectiveMode ) {
+
+		this.toPerspective();
+
+	} else {
+
+		this.toPerspective();
+		this.toOrthographic();
+
+	}
+
+};
+
+/*
+* Uses Focal Length (in mm) to estimate and set FOV
+* 35mm (fullframe) camera is used if frame size is not specified;
+* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+*/
+THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+	if ( frameHeight === undefined ) frameHeight = 24;
+
+	var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
+
+	this.setFov( fov );
+
+	return fov;
+};
+
+
+THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
+
+	this.zoom = zoom;
+
+	if ( this.inPerspectiveMode ) {
+
+		this.toPerspective();
+
+	} else {
+
+		this.toOrthographic();
+
+	}
+
+};
+
+THREE.CombinedCamera.prototype.toFrontView = function() {
+
+	this.rotation.x = 0;
+	this.rotation.y = 0;
+	this.rotation.z = 0;
+
+	// should we be modifing the matrix instead?
+
+	this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toBackView = function() {
+
+	this.rotation.x = 0;
+	this.rotation.y = Math.PI;
+	this.rotation.z = 0;
+	this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toLeftView = function() {
+
+	this.rotation.x = 0;
+	this.rotation.y = - Math.PI / 2;
+	this.rotation.z = 0;
+	this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toRightView = function() {
+
+	this.rotation.x = 0;
+	this.rotation.y = Math.PI / 2;
+	this.rotation.z = 0;
+	this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toTopView = function() {
+
+	this.rotation.x = - Math.PI / 2;
+	this.rotation.y = 0;
+	this.rotation.z = 0;
+	this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toBottomView = function() {
+
+	this.rotation.x = Math.PI / 2;
+	this.rotation.y = 0;
+	this.rotation.z = 0;
+	this.rotationAutoUpdate = false;
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- 3d asterisk shape (for line pieces THREE.Line)
+ */
+
+THREE.AsteriskGeometry = function ( innerRadius, outerRadius ) {
+
+	THREE.Geometry.call( this );
+
+	var sd = innerRadius;
+	var ed = outerRadius;
+
+	var sd2 = 0.707 * sd;
+	var ed2 = 0.707 * ed;
+
+	var rays = [ [ sd, 0, 0 ], [ ed, 0, 0 ], [ -sd, 0, 0 ], [ -ed, 0, 0 ],
+				 [ 0, sd, 0 ], [ 0, ed, 0 ], [ 0, -sd, 0 ], [ 0, -ed, 0 ],
+				 [ 0, 0, sd ], [ 0, 0, ed ], [ 0, 0, -sd ], [ 0, 0, -ed ],
+				 [ sd2, sd2, 0 ], [ ed2, ed2, 0 ], [ -sd2, -sd2, 0 ], [ -ed2, -ed2, 0 ],
+				 [ sd2, -sd2, 0 ], [ ed2, -ed2, 0 ], [ -sd2, sd2, 0 ], [ -ed2, ed2, 0 ],
+				 [ sd2, 0, sd2 ], [ ed2, 0, ed2 ], [ -sd2, 0, -sd2 ], [ -ed2, 0, -ed2 ],
+				 [ sd2, 0, -sd2 ], [ ed2, 0, -ed2 ], [ -sd2, 0, sd2 ], [ -ed2, 0, ed2 ],
+				 [ 0, sd2, sd2 ], [ 0, ed2, ed2 ], [ 0, -sd2, -sd2 ], [ 0, -ed2, -ed2 ],
+				 [ 0, sd2, -sd2 ], [ 0, ed2, -ed2 ], [ 0, -sd2, sd2 ], [ 0, -ed2, ed2 ]
+	];
+
+	for ( var i = 0, il = rays.length; i < il; i ++ ) {
+
+		var x = rays[ i ][ 0 ];
+		var y = rays[ i ][ 1 ];
+		var z = rays[ i ][ 2 ];
+
+		this.vertices.push( new THREE.Vector3( x, y, z ) );
+
+	}
+
+};
+
+THREE.AsteriskGeometry.prototype = Object.create( THREE.Geometry.prototype );/**
+ * @author hughes
+ */
+
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+    THREE.Geometry.call( this );
+
+    radius = radius || 50;
+
+    thetaStart = thetaStart !== undefined ? thetaStart : 0;
+    thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+    segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+    var i, uvs = [],
+    center = new THREE.Vector3(), centerUV = new THREE.UV( 0.5, 0.5 );
+
+    this.vertices.push(center);
+    uvs.push( centerUV );
+
+    for ( i = 0; i <= segments; i ++ ) {
+
+        var vertex = new THREE.Vector3();
+
+        vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength );
+        vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength );
+
+        this.vertices.push( vertex );
+        uvs.push( new THREE.UV( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
+
+    }
+
+    var n = new THREE.Vector3( 0, 0, -1 );
+
+    for ( i = 1; i <= segments; i ++ ) {
+
+        var v1 = i;
+        var v2 = i + 1 ;
+        var v3 = 0;
+
+        this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
+        this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
+
+    }
+
+    this.computeCentroids();
+    this.computeFaceNormals();
+
+    this.boundingSphere = { radius: radius };
+
+};
+
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
+ */
+
+THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+	THREE.Geometry.call( this );
+
+	var scope = this;
+
+	this.width = width;
+	this.height = height;
+	this.depth = depth;
+
+	this.widthSegments = widthSegments || 1;
+	this.heightSegments = heightSegments || 1;
+	this.depthSegments = depthSegments || 1;
+
+	var width_half = this.width / 2;
+	var height_half = this.height / 2;
+	var depth_half = this.depth / 2;
+
+	buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
+	buildPlane( 'z', 'y',   1, - 1, this.depth, this.height, - width_half, 1 ); // nx
+	buildPlane( 'x', 'z',   1,   1, this.width, this.depth, height_half, 2 ); // py
+	buildPlane( 'x', 'z',   1, - 1, this.width, this.depth, - height_half, 3 ); // ny
+	buildPlane( 'x', 'y',   1, - 1, this.width, this.height, depth_half, 4 ); // pz
+	buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
+
+	function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
+
+		var w, ix, iy,
+		gridX = scope.widthSegments,
+		gridY = scope.heightSegments,
+		width_half = width / 2,
+		height_half = height / 2,
+		offset = scope.vertices.length;
+
+		if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
+
+			w = 'z';
+
+		} else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
+
+			w = 'y';
+			gridY = scope.depthSegments;
+
+		} else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
+
+			w = 'x';
+			gridX = scope.depthSegments;
+
+		}
+
+		var gridX1 = gridX + 1,
+		gridY1 = gridY + 1,
+		segment_width = width / gridX,
+		segment_height = height / gridY,
+		normal = new THREE.Vector3();
+
+		normal[ w ] = depth > 0 ? 1 : - 1;
+
+		for ( iy = 0; iy < gridY1; iy ++ ) {
+
+			for ( ix = 0; ix < gridX1; ix ++ ) {
+
+				var vector = new THREE.Vector3();
+				vector[ u ] = ( ix * segment_width - width_half ) * udir;
+				vector[ v ] = ( iy * segment_height - height_half ) * vdir;
+				vector[ w ] = depth;
+
+				scope.vertices.push( vector );
+
+			}
+
+		}
+
+		for ( iy = 0; iy < gridY; iy++ ) {
+
+			for ( ix = 0; ix < gridX; ix++ ) {
+
+				var a = ix + gridX1 * iy;
+				var b = ix + gridX1 * ( iy + 1 );
+				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+				var d = ( ix + 1 ) + gridX1 * iy;
+
+				var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
+				face.normal.copy( normal );
+				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+				face.materialIndex = materialIndex;
+
+				scope.faces.push( face );
+				scope.faceVertexUvs[ 0 ].push( [
+							new THREE.UV( ix / gridX, 1 - iy / gridY ),
+							new THREE.UV( ix / gridX, 1 - ( iy + 1 ) / gridY ),
+							new THREE.UV( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
+							new THREE.UV( ( ix + 1 ) / gridX, 1 - iy / gridY )
+						] );
+
+			}
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.mergeVertices();
+
+};
+
+THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {
+
+	THREE.Geometry.call( this );
+
+	radiusTop = radiusTop !== undefined ? radiusTop : 20;
+	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+	height = height !== undefined ? height : 100;
+
+	var heightHalf = height / 2;
+	var segmentsX = radiusSegments || 8;
+	var segmentsY = heightSegments || 1;
+
+	var x, y, vertices = [], uvs = [];
+
+	for ( y = 0; y <= segmentsY; y ++ ) {
+
+		var verticesRow = [];
+		var uvsRow = [];
+
+		var v = y / segmentsY;
+		var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+
+		for ( x = 0; x <= segmentsX; x ++ ) {
+
+			var u = x / segmentsX;
+
+			var vertex = new THREE.Vector3();
+			vertex.x = radius * Math.sin( u * Math.PI * 2 );
+			vertex.y = - v * height + heightHalf;
+			vertex.z = radius * Math.cos( u * Math.PI * 2 );
+
+			this.vertices.push( vertex );
+
+			verticesRow.push( this.vertices.length - 1 );
+			uvsRow.push( new THREE.UV( u, 1 - v ) );
+
+		}
+
+		vertices.push( verticesRow );
+		uvs.push( uvsRow );
+
+	}
+
+	var tanTheta = ( radiusBottom - radiusTop ) / height;
+	var na, nb;
+
+	for ( x = 0; x < segmentsX; x ++ ) {
+
+		if ( radiusTop !== 0 ) {
+
+			na = this.vertices[ vertices[ 0 ][ x ] ].clone();
+			nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
+
+		} else {
+
+			na = this.vertices[ vertices[ 1 ][ x ] ].clone();
+			nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
+
+		}
+
+		na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
+		nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
+
+		for ( y = 0; y < segmentsY; y ++ ) {
+
+			var v1 = vertices[ y ][ x ];
+			var v2 = vertices[ y + 1 ][ x ];
+			var v3 = vertices[ y + 1 ][ x + 1 ];
+			var v4 = vertices[ y ][ x + 1 ];
+
+			var n1 = na.clone();
+			var n2 = na.clone();
+			var n3 = nb.clone();
+			var n4 = nb.clone();
+
+			var uv1 = uvs[ y ][ x ].clone();
+			var uv2 = uvs[ y + 1 ][ x ].clone();
+			var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
+			var uv4 = uvs[ y ][ x + 1 ].clone();
+
+			this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+		}
+
+	}
+
+	// top cap
+
+	if ( !openEnded && radiusTop > 0 ) {
+
+		this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
+
+		for ( x = 0; x < segmentsX; x ++ ) {
+
+			var v1 = vertices[ 0 ][ x ];
+			var v2 = vertices[ 0 ][ x + 1 ];
+			var v3 = this.vertices.length - 1;
+
+			var n1 = new THREE.Vector3( 0, 1, 0 );
+			var n2 = new THREE.Vector3( 0, 1, 0 );
+			var n3 = new THREE.Vector3( 0, 1, 0 );
+
+			var uv1 = uvs[ 0 ][ x ].clone();
+			var uv2 = uvs[ 0 ][ x + 1 ].clone();
+			var uv3 = new THREE.UV( uv2.u, 0 );
+
+			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+		}
+
+	}
+
+	// bottom cap
+
+	if ( !openEnded && radiusBottom > 0 ) {
+
+		this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
+
+		for ( x = 0; x < segmentsX; x ++ ) {
+
+			var v1 = vertices[ y ][ x + 1 ];
+			var v2 = vertices[ y ][ x ];
+			var v3 = this.vertices.length - 1;
+
+			var n1 = new THREE.Vector3( 0, - 1, 0 );
+			var n2 = new THREE.Vector3( 0, - 1, 0 );
+			var n3 = new THREE.Vector3( 0, - 1, 0 );
+
+			var uv1 = uvs[ y ][ x + 1 ].clone();
+			var uv2 = uvs[ y ][ x ].clone();
+			var uv3 = new THREE.UV( uv2.u, 1 );
+
+			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+}
+
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ *  size: <float>, // size of the text
+ *  height: <float>, // thickness to extrude text
+ *  curveSegments: <int>, // number of points on the curves
+ *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ *  amount: <int>, // Amount
+ *
+ *  bevelEnabled: <bool>, // turn on bevel
+ *  bevelThickness: <float>, // how deep into text bevel goes
+ *  bevelSize: <float>, // how far from text outline is bevel
+ *  bevelSegments: <int>, // number of bevel layers
+ *
+ *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
+ *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
+ *
+ *  material: <int> // material index for front and back faces
+ *  extrudeMaterial: <int> // material index for extrusion and beveled faces
+ *  uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ExtrudeGeometry = function ( shapes, options ) {
+
+	if ( typeof( shapes ) === "undefined" ) {
+		shapes = [];
+		return;
+	}
+
+	THREE.Geometry.call( this );
+
+	shapes = shapes instanceof Array ? shapes : [ shapes ];
+
+	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
+
+	this.addShapeList( shapes, options );
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+	// can't really use automatic vertex normals
+	// as then front and back sides get smoothed too
+	// should do separate smoothing just for sides
+
+	//this.computeVertexNormals();
+
+	//console.log( "took", ( Date.now() - startTime ) );
+
+};
+
+THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
+	var sl = shapes.length;
+
+	for ( var s = 0; s < sl; s ++ ) {
+		var shape = shapes[ s ];
+		this.addShape( shape, options );
+	}
+};
+
+THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
+
+	var amount = options.amount !== undefined ? options.amount : 100;
+
+	var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
+	var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
+	var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
+
+	var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
+
+	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+	var steps = options.steps !== undefined ? options.steps : 1;
+
+	var extrudePath = options.extrudePath;
+	var extrudePts, extrudeByPath = false;
+
+	var material = options.material;
+	var extrudeMaterial = options.extrudeMaterial;
+
+	// Use default WorldUVGenerator if no UV generators are specified.
+	var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
+
+	var shapebb = this.shapebb;
+	//shapebb = shape.getBoundingBox();
+
+
+
+	var splineTube, binormal, normal, position2;
+	if ( extrudePath ) {
+
+		extrudePts = extrudePath.getSpacedPoints( steps );
+
+		extrudeByPath = true;
+		bevelEnabled = false; // bevels not supported for path extrusion
+
+		// SETUP TNB variables
+
+		// Reuse TNB from TubeGeomtry for now.
+		// TODO1 - have a .isClosed in spline?
+
+		splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
+
+		// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+
+		binormal = new THREE.Vector3();
+		normal = new THREE.Vector3();
+		position2 = new THREE.Vector3();
+
+	}
+
+	// Safeguards if bevels are not enabled
+
+	if ( ! bevelEnabled ) {
+
+		bevelSegments = 0;
+		bevelThickness = 0;
+		bevelSize = 0;
+
+	}
+
+	// Variables initalization
+
+	var ahole, h, hl; // looping of holes
+	var scope = this;
+	var bevelPoints = [];
+
+	var shapesOffset = this.vertices.length;
+
+	var shapePoints = shape.extractPoints();
+
+	var vertices = shapePoints.shape;
+	var holes = shapePoints.holes;
+
+	var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
+
+	if ( reverse ) {
+
+		vertices = vertices.reverse();
+
+		// Maybe we should also check if holes are in the opposite direction, just to be safe ...
+
+		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+			ahole = holes[ h ];
+
+			if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
+
+				holes[ h ] = ahole.reverse();
+
+			}
+
+		}
+
+		reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
+
+	}
+
+
+	var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
+
+	/* Vertices */
+
+	var contour = vertices; // vertices has all points but contour has only points of circumference
+
+	for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
+
+		ahole = holes[ h ];
+
+		vertices = vertices.concat( ahole );
+
+	}
+
+
+	function scalePt2 ( pt, vec, size ) {
+
+		if ( !vec ) console.log( "die" );
+
+		return vec.clone().multiplyScalar( size ).addSelf( pt );
+
+	}
+
+	var b, bs, t, z,
+		vert, vlen = vertices.length,
+		face, flen = faces.length,
+		cont, clen = contour.length;
+
+
+	// Find directions for point movement
+
+	var RAD_TO_DEGREES = 180 / Math.PI;
+
+
+	function getBevelVec( pt_i, pt_j, pt_k ) {
+
+		// Algorithm 2
+
+		return getBevelVec2( pt_i, pt_j, pt_k );
+
+	}
+
+	function getBevelVec1( pt_i, pt_j, pt_k ) {
+
+		var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
+		var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
+
+		if ( anglea > angleb ) {
+
+			angleb += Math.PI * 2;
+
+		}
+
+		var anglec = ( anglea + angleb ) / 2;
+
+
+		//console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
+
+		var x = - Math.cos( anglec );
+		var y = - Math.sin( anglec );
+
+		var vec = new THREE.Vector2( x, y ); //.normalize();
+
+		return vec;
+
+	}
+
+	function getBevelVec2( pt_i, pt_j, pt_k ) {
+
+		var a = THREE.ExtrudeGeometry.__v1,
+			b = THREE.ExtrudeGeometry.__v2,
+			v_hat = THREE.ExtrudeGeometry.__v3,
+			w_hat = THREE.ExtrudeGeometry.__v4,
+			p = THREE.ExtrudeGeometry.__v5,
+			q = THREE.ExtrudeGeometry.__v6,
+			v, w,
+			v_dot_w_hat, q_sub_p_dot_w_hat,
+			s, intersection;
+
+		// good reading for line-line intersection
+		// http://sputsoft.com/blog/2010/03/line-line-intersection.html
+
+		// define a as vector j->i
+		// define b as vectot k->i
+
+		a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
+		b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
+
+		// get unit vectors
+
+		v = a.normalize();
+		w = b.normalize();
+
+		// normals from pt i
+
+		v_hat.set( -v.y, v.x );
+		w_hat.set( w.y, -w.x );
+
+		// pts from i
+
+		p.copy( pt_i ).addSelf( v_hat );
+		q.copy( pt_i ).addSelf( w_hat );
+
+		if ( p.equals( q ) ) {
+
+			//console.log("Warning: lines are straight");
+			return w_hat.clone();
+
+		}
+
+		// Points from j, k. helps prevents points cross overover most of the time
+
+		p.copy( pt_j ).addSelf( v_hat );
+		q.copy( pt_k ).addSelf( w_hat );
+
+		v_dot_w_hat = v.dot( w_hat );
+		q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat );
+
+		// We should not reach these conditions
+
+		if ( v_dot_w_hat === 0 ) {
+
+			console.log( "Either infinite or no solutions!" );
+
+			if ( q_sub_p_dot_w_hat === 0 ) {
+
+				console.log( "Its finite solutions." );
+
+			} else {
+
+				console.log( "Too bad, no solutions." );
+
+			}
+
+		}
+
+		s = q_sub_p_dot_w_hat / v_dot_w_hat;
+
+		if ( s < 0 ) {
+
+			// in case of emergecy, revert to algorithm 1.
+
+			return getBevelVec1( pt_i, pt_j, pt_k );
+
+		}
+
+		intersection = v.multiplyScalar( s ).addSelf( p );
+
+		return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
+
+	}
+
+	var contourMovements = [];
+
+	for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+		if ( j === il ) j = 0;
+		if ( k === il ) k = 0;
+
+		//  (j)---(i)---(k)
+		// console.log('i,j,k', i, j , k)
+
+		var pt_i = contour[ i ];
+		var pt_j = contour[ j ];
+		var pt_k = contour[ k ];
+
+		contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
+
+	}
+
+	var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
+
+	for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+		ahole = holes[ h ];
+
+		oneHoleMovements = [];
+
+		for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+			if ( j === il ) j = 0;
+			if ( k === il ) k = 0;
+
+			//  (j)---(i)---(k)
+			oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
+
+		}
+
+		holesMovements.push( oneHoleMovements );
+		verticesMovements = verticesMovements.concat( oneHoleMovements );
+
+	}
+
+
+	// Loop bevelSegments, 1 for the front, 1 for the back
+
+	for ( b = 0; b < bevelSegments; b ++ ) {
+	//for ( b = bevelSegments; b > 0; b -- ) {
+
+		t = b / bevelSegments;
+		z = bevelThickness * ( 1 - t );
+
+		//z = bevelThickness * t;
+		bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
+		//bs = bevelSize * t ; // linear
+
+		// contract shape
+
+		for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+			//vert = scalePt( contour[ i ], contourCentroid, bs, false );
+			v( vert.x, vert.y,  - z );
+
+		}
+
+		// expand holes
+
+		for ( h = 0, hl = holes.length; h < hl; h++ ) {
+
+			ahole = holes[ h ];
+			oneHoleMovements = holesMovements[ h ];
+
+			for ( i = 0, il = ahole.length; i < il; i++ ) {
+
+				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+				//vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
+
+				v( vert.x, vert.y,  -z );
+
+			}
+
+		}
+
+	}
+
+	bs = bevelSize;
+
+	// Back facing vertices
+
+	for ( i = 0; i < vlen; i ++ ) {
+
+		vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+		if ( !extrudeByPath ) {
+
+			v( vert.x, vert.y, 0 );
+
+		} else {
+
+			// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
+
+			normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
+			binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
+
+			position2.copy( extrudePts[0] ).addSelf(normal).addSelf(binormal);
+
+			v( position2.x, position2.y, position2.z );
+
+		}
+
+	}
+
+	// Add stepped vertices...
+	// Including front facing vertices
+
+	var s;
+
+	for ( s = 1; s <= steps; s ++ ) {
+
+		for ( i = 0; i < vlen; i ++ ) {
+
+			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+			if ( !extrudeByPath ) {
+
+				v( vert.x, vert.y, amount / steps * s );
+
+			} else {
+
+				// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
+
+				normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
+				binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
+
+				position2.copy( extrudePts[s] ).addSelf( normal ).addSelf( binormal );
+
+				v( position2.x, position2.y, position2.z );
+
+			}
+
+		}
+
+	}
+
+
+	// Add bevel segments planes
+
+	//for ( b = 1; b <= bevelSegments; b ++ ) {
+	for ( b = bevelSegments - 1; b >= 0; b -- ) {
+
+		t = b / bevelSegments;
+		z = bevelThickness * ( 1 - t );
+		//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
+		bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
+
+		// contract shape
+
+		for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+			v( vert.x, vert.y,  amount + z );
+
+		}
+
+		// expand holes
+
+		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+			ahole = holes[ h ];
+			oneHoleMovements = holesMovements[ h ];
+
+			for ( i = 0, il = ahole.length; i < il; i ++ ) {
+
+				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+
+				if ( !extrudeByPath ) {
+
+					v( vert.x, vert.y,  amount + z );
+
+				} else {
+
+					v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
+
+				}
+
+			}
+
+		}
+
+	}
+
+	/* Faces */
+
+	// Top and bottom faces
+
+	buildLidFaces();
+
+	// Sides faces
+
+	buildSideFaces();
+
+
+	/////  Internal functions
+
+	function buildLidFaces() {
+
+		if ( bevelEnabled ) {
+
+			var layer = 0 ; // steps + 1
+			var offset = vlen * layer;
+
+			// Bottom faces
+
+			for ( i = 0; i < flen; i ++ ) {
+
+				face = faces[ i ];
+				f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
+
+			}
+
+			layer = steps + bevelSegments * 2;
+			offset = vlen * layer;
+
+			// Top faces
+
+			for ( i = 0; i < flen; i ++ ) {
+
+				face = faces[ i ];
+				f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
+
+			}
+
+		} else {
+
+			// Bottom faces
+
+			for ( i = 0; i < flen; i++ ) {
+
+				face = faces[ i ];
+				f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
+
+			}
+
+			// Top faces
+
+			for ( i = 0; i < flen; i ++ ) {
+
+				face = faces[ i ];
+				f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
+
+			}
+		}
+
+	}
+
+	// Create faces for the z-sides of the shape
+
+	function buildSideFaces() {
+
+		var layeroffset = 0;
+		sidewalls( contour, layeroffset );
+		layeroffset += contour.length;
+
+		for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
+
+			ahole = holes[ h ];
+			sidewalls( ahole, layeroffset );
+
+			//, true
+			layeroffset += ahole.length;
+
+		}
+
+	}
+
+	function sidewalls( contour, layeroffset ) {
+
+		var j, k;
+		i = contour.length;
+
+		while ( --i >= 0 ) {
+
+			j = i;
+			k = i - 1;
+			if ( k < 0 ) k = contour.length - 1;
+
+			//console.log('b', i,j, i-1, k,vertices.length);
+
+			var s = 0, sl = steps  + bevelSegments * 2;
+
+			for ( s = 0; s < sl; s ++ ) {
+
+				var slen1 = vlen * s;
+				var slen2 = vlen * ( s + 1 );
+
+				var a = layeroffset + j + slen1,
+					b = layeroffset + k + slen1,
+					c = layeroffset + k + slen2,
+					d = layeroffset + j + slen2;
+
+				f4( a, b, c, d, contour, s, sl, j, k );
+
+			}
+		}
+
+	}
+
+
+	function v( x, y, z ) {
+
+		scope.vertices.push( new THREE.Vector3( x, y, z ) );
+
+	}
+
+	function f3( a, b, c, isBottom ) {
+
+		a += shapesOffset;
+		b += shapesOffset;
+		c += shapesOffset;
+
+		// normal, color, material
+		scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+
+		var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
+
+ 		scope.faceVertexUvs[ 0 ].push( uvs );
+
+	}
+
+	function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
+
+		a += shapesOffset;
+		b += shapesOffset;
+		c += shapesOffset;
+		d += shapesOffset;
+
+ 		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );
+
+ 		var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
+ 		                                    stepIndex, stepsLength, contourIndex1, contourIndex2 );
+ 		scope.faceVertexUvs[ 0 ].push( uvs );
+
+	}
+
+};
+
+THREE.ExtrudeGeometry.WorldUVGenerator = {
+
+	generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
+		var ax = geometry.vertices[ indexA ].x,
+			ay = geometry.vertices[ indexA ].y,
+
+			bx = geometry.vertices[ indexB ].x,
+			by = geometry.vertices[ indexB ].y,
+
+			cx = geometry.vertices[ indexC ].x,
+			cy = geometry.vertices[ indexC ].y;
+
+		return [
+			new THREE.UV( ax, ay ),
+			new THREE.UV( bx, by ),
+			new THREE.UV( cx, cy )
+		];
+
+	},
+
+	generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
+
+		return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
+
+	},
+
+	generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
+	                              indexA, indexB, indexC, indexD, stepIndex, stepsLength,
+	                              contourIndex1, contourIndex2 ) {
+
+		var ax = geometry.vertices[ indexA ].x,
+			ay = geometry.vertices[ indexA ].y,
+			az = geometry.vertices[ indexA ].z,
+
+			bx = geometry.vertices[ indexB ].x,
+			by = geometry.vertices[ indexB ].y,
+			bz = geometry.vertices[ indexB ].z,
+
+			cx = geometry.vertices[ indexC ].x,
+			cy = geometry.vertices[ indexC ].y,
+			cz = geometry.vertices[ indexC ].z,
+
+			dx = geometry.vertices[ indexD ].x,
+			dy = geometry.vertices[ indexD ].y,
+			dz = geometry.vertices[ indexD ].z;
+
+		if ( Math.abs( ay - by ) < 0.01 ) {
+			return [
+				new THREE.UV( ax, 1 - az ),
+				new THREE.UV( bx, 1 - bz ),
+				new THREE.UV( cx, 1 - cz ),
+				new THREE.UV( dx, 1 - dz )
+			];
+		} else {
+			return [
+				new THREE.UV( ay, 1 - az ),
+				new THREE.UV( by, 1 - bz ),
+				new THREE.UV( cy, 1 - cz ),
+				new THREE.UV( dy, 1 - dz )
+			];
+		}
+	}
+};
+
+THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
+/**
+ * @author jonobr1 / http://jonobr1.com
+ *
+ * Creates a one-sided polygonal geometry from a path shape. Similar to
+ * ExtrudeGeometry.
+ *
+ * parameters = {
+ *
+ *	curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
+ *
+ *	material: <int> // material index for front and back faces
+ *	uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ShapeGeometry = function ( shapes, options ) {
+
+	THREE.Geometry.call( this );
+
+	if ( shapes instanceof Array === false ) shapes = [ shapes ];
+
+	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
+
+	this.addShapeList( shapes, options );
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+};
+
+THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+/**
+ * Add an array of shapes to THREE.ShapeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
+
+	for ( var i = 0, l = shapes.length; i < l; i++ ) {
+
+		this.addShape( shapes[ i ], options );
+
+	}
+
+	return this;
+
+};
+
+/**
+ * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
+
+	if ( options === undefined ) options = {};
+
+	var material = options.material;
+	var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
+
+	var shapebb = this.shapebb;
+
+	//
+
+	var i, l, hole, s;
+
+	var shapesOffset = this.vertices.length;
+	var shapePoints = shape.extractPoints();
+
+	var vertices = shapePoints.shape;
+	var holes = shapePoints.holes;
+
+	var reverse = !THREE.Shape.Utils.isClockWise( vertices );
+
+	if ( reverse ) {
+
+		vertices = vertices.reverse();
+
+		// Maybe we should also check if holes are in the opposite direction, just to be safe...
+
+		for ( i = 0, l = holes.length; i < l; i++ ) {
+
+			hole = holes[ i ];
+
+			if ( THREE.Shape.Utils.isClockWise( hole ) ) {
+
+				holes[ i ] = hole.reverse();
+
+			}
+
+		}
+
+		reverse = false;
+
+	}
+
+	var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
+
+	// Vertices
+
+	var contour = vertices;
+
+	for ( i = 0, l = holes.length; i < l; i++ ) {
+
+		hole = holes[ i ];
+		vertices = vertices.concat( hole );
+
+	}
+
+	//
+
+	var vert, vlen = vertices.length;
+	var face, flen = faces.length;
+	var cont, clen = contour.length;
+
+	for ( i = 0; i < vlen; i++ ) {
+
+		vert = vertices[ i ];
+
+		this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
+
+	}
+
+	for ( i = 0; i < flen; i++ ) {
+
+		face = faces[ i ];
+
+		var a = face[ 0 ] + shapesOffset;
+		var b = face[ 1 ] + shapesOffset;
+		var c = face[ 2 ] + shapesOffset;
+
+		this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+		this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
+
+	}
+
+};
+/**
+ * @author astrodud / http://astrodud.isgreat.org/
+ * @author zz85 / https://github.com/zz85
+ */
+
+THREE.LatheGeometry = function ( points, steps, angle ) {
+
+	THREE.Geometry.call( this );
+
+	var _steps = steps || 12;
+	var _angle = angle || 2 * Math.PI;
+
+	var _newV = [];
+	var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps );
+
+	for ( var j = 0; j < points.length; j ++ ) {
+
+		_newV[ j ] = points[ j ].clone();
+		this.vertices.push( _newV[ j ] );
+
+	}
+
+	var i, il = _steps + 1;
+
+	for ( i = 0; i < il; i ++ ) {
+
+		for ( var j = 0; j < _newV.length; j ++ ) {
+
+			_newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() );
+			this.vertices.push( _newV[ j ] );
+
+		}
+
+	}
+
+	for ( i = 0; i < _steps; i ++ ) {
+
+		for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) {
+
+			var a = i * kl + k;
+			var b = ( ( i + 1 ) % il ) * kl + k;
+			var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl;
+			var d = i * kl + ( k + 1 ) % kl;
+
+			this.faces.push( new THREE.Face4( a, b, c, d ) );
+
+			this.faceVertexUvs[ 0 ].push( [
+
+				new THREE.UV( 1 - i / _steps, k / kl ),
+				new THREE.UV( 1 - ( i + 1 ) / _steps, k / kl ),
+				new THREE.UV( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ),
+				new THREE.UV( 1 - i / _steps, ( k + 1 ) / kl )
+				
+			] );
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
+
+	THREE.Geometry.call( this );
+
+	this.width = width;
+	this.height = height;
+
+	this.widthSegments = widthSegments || 1;
+	this.heightSegments = heightSegments || 1;
+
+	var ix, iz;
+	var width_half = width / 2;
+	var height_half = height / 2;
+
+	var gridX = this.widthSegments;
+	var gridZ = this.heightSegments;
+
+	var gridX1 = gridX + 1;
+	var gridZ1 = gridZ + 1;
+
+	var segment_width = this.width / gridX;
+	var segment_height = this.height / gridZ;
+
+	var normal = new THREE.Vector3( 0, 0, 1 );
+
+	for ( iz = 0; iz < gridZ1; iz ++ ) {
+
+		for ( ix = 0; ix < gridX1; ix ++ ) {
+
+			var x = ix * segment_width - width_half;
+			var y = iz * segment_height - height_half;
+
+			this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
+
+		}
+
+	}
+
+	for ( iz = 0; iz < gridZ; iz ++ ) {
+
+		for ( ix = 0; ix < gridX; ix ++ ) {
+
+			var a = ix + gridX1 * iz;
+			var b = ix + gridX1 * ( iz + 1 );
+			var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
+			var d = ( ix + 1 ) + gridX1 * iz;
+
+			var face = new THREE.Face4( a, b, c, d );
+			face.normal.copy( normal );
+			face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+
+			this.faces.push( face );
+			this.faceVertexUvs[ 0 ].push( [
+				new THREE.UV( ix / gridX, 1 - iz / gridZ ),
+				new THREE.UV( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
+				new THREE.UV( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
+				new THREE.UV( ( ix + 1 ) / gridX, 1 - iz / gridZ )
+			] );
+
+		}
+
+	}
+
+	this.computeCentroids();
+
+};
+
+THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+	THREE.Geometry.call( this );
+
+	this.radius = radius || 50;
+
+	this.widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
+	this.heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
+
+	phiStart = phiStart !== undefined ? phiStart : 0;
+	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
+
+	thetaStart = thetaStart !== undefined ? thetaStart : 0;
+	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
+
+	var x, y, vertices = [], uvs = [];
+
+	for ( y = 0; y <= this.heightSegments; y ++ ) {
+
+		var verticesRow = [];
+		var uvsRow = [];
+
+		for ( x = 0; x <= this.widthSegments; x ++ ) {
+
+			var u = x / this.widthSegments;
+			var v = y / this.heightSegments;
+
+			var vertex = new THREE.Vector3();
+			vertex.x = - this.radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+			vertex.y = this.radius * Math.cos( thetaStart + v * thetaLength );
+			vertex.z = this.radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+
+			this.vertices.push( vertex );
+
+			verticesRow.push( this.vertices.length - 1 );
+			uvsRow.push( new THREE.UV( u, 1 - v ) );
+
+		}
+
+		vertices.push( verticesRow );
+		uvs.push( uvsRow );
+
+	}
+
+	for ( y = 0; y < this.heightSegments; y ++ ) {
+
+		for ( x = 0; x < this.widthSegments; x ++ ) {
+
+			var v1 = vertices[ y ][ x + 1 ];
+			var v2 = vertices[ y ][ x ];
+			var v3 = vertices[ y + 1 ][ x ];
+			var v4 = vertices[ y + 1 ][ x + 1 ];
+
+			var n1 = this.vertices[ v1 ].clone().normalize();
+			var n2 = this.vertices[ v2 ].clone().normalize();
+			var n3 = this.vertices[ v3 ].clone().normalize();
+			var n4 = this.vertices[ v4 ].clone().normalize();
+
+			var uv1 = uvs[ y ][ x + 1 ].clone();
+			var uv2 = uvs[ y ][ x ].clone();
+			var uv3 = uvs[ y + 1 ][ x ].clone();
+			var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
+
+			if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {
+
+				this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
+
+			} else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
+
+				this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+			} else {
+
+				this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+			}
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+	this.boundingSphere = { radius: this.radius };
+
+};
+
+THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For creating 3D text geometry in three.js
+ *
+ * Text = 3D Text
+ *
+ * parameters = {
+ *  size: 			<float>, 	// size of the text
+ *  height: 		<float>, 	// thickness to extrude text
+ *  curveSegments: 	<int>,		// number of points on the curves
+ *
+ *  font: 			<string>,		// font name
+ *  weight: 		<string>,		// font weight (normal, bold)
+ *  style: 			<string>,		// font style  (normal, italics)
+ *
+ *  bevelEnabled:	<bool>,			// turn on bevel
+ *  bevelThickness: <float>, 		// how deep into text bevel goes
+ *  bevelSize:		<float>, 		// how far from text outline is bevel
+ *  }
+ *
+ */
+
+/*	Usage Examples
+
+	// TextGeometry wrapper
+
+	var text3d = new TextGeometry( text, options );
+
+	// Complete manner
+
+	var textShapes = THREE.FontUtils.generateShapes( text, options );
+	var text3d = new ExtrudeGeometry( textShapes, options );
+
+*/
+
+
+THREE.TextGeometry = function ( text, parameters ) {
+
+	var textShapes = THREE.FontUtils.generateShapes( text, parameters );
+
+	// translate parameters to ExtrudeGeometry API
+
+	parameters.amount = parameters.height !== undefined ? parameters.height : 50;
+
+	// defaults
+
+	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
+	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
+	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
+
+	THREE.ExtrudeGeometry.call( this, textShapes, parameters );
+
+};
+
+THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
+/**
+ * @author oosmoxiecode
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
+ */
+
+THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
+
+	THREE.Geometry.call( this );
+
+	var scope = this;
+
+	this.radius = radius || 100;
+	this.tube = tube || 40;
+	this.radialSegments = radialSegments || 8;
+	this.tubularSegments = tubularSegments || 6;
+	this.arc = arc || Math.PI * 2;
+
+	var center = new THREE.Vector3(), uvs = [], normals = [];
+
+	for ( var j = 0; j <= this.radialSegments; j ++ ) {
+
+		for ( var i = 0; i <= this.tubularSegments; i ++ ) {
+
+			var u = i / this.tubularSegments * this.arc;
+			var v = j / this.radialSegments * Math.PI * 2;
+
+			center.x = this.radius * Math.cos( u );
+			center.y = this.radius * Math.sin( u );
+
+			var vertex = new THREE.Vector3();
+			vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
+			vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
+			vertex.z = this.tube * Math.sin( v );
+
+			this.vertices.push( vertex );
+
+			uvs.push( new THREE.UV( i / this.tubularSegments, j / this.radialSegments ) );
+			normals.push( vertex.clone().subSelf( center ).normalize() );
+
+		}
+	}
+
+
+	for ( var j = 1; j <= this.radialSegments; j ++ ) {
+
+		for ( var i = 1; i <= this.tubularSegments; i ++ ) {
+
+			var a = ( this.tubularSegments + 1 ) * j + i - 1;
+			var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
+			var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
+			var d = ( this.tubularSegments + 1 ) * j + i;
+
+			var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
+			face.normal.addSelf( normals[ a ] );
+			face.normal.addSelf( normals[ b ] );
+			face.normal.addSelf( normals[ c ] );
+			face.normal.addSelf( normals[ d ] );
+			face.normal.normalize();
+
+			this.faces.push( face );
+
+			this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
+		}
+
+	}
+
+	this.computeCentroids();
+
+};
+
+THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author oosmoxiecode
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
+ */
+
+THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
+
+	THREE.Geometry.call( this );
+
+	var scope = this;
+
+	this.radius = radius || 200;
+	this.tube = tube || 40;
+	this.radialSegments = radialSegments || 64;
+	this.tubularSegments = tubularSegments || 8;
+	this.p = p || 2;
+	this.q = q || 3;
+	this.heightScale = heightScale || 1;
+	this.grid = new Array(this.radialSegments);
+
+	var tang = new THREE.Vector3();
+	var n = new THREE.Vector3();
+	var bitan = new THREE.Vector3();
+
+	for ( var i = 0; i < this.radialSegments; ++ i ) {
+
+		this.grid[ i ] = new Array( this.tubularSegments );
+
+		for ( var j = 0; j < this.tubularSegments; ++ j ) {
+
+			var u = i / this.radialSegments * 2 * this.p * Math.PI;
+			var v = j / this.tubularSegments * 2 * Math.PI;
+			var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
+			var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
+			var cx, cy;
+
+			tang.sub( p2, p1 );
+			n.add( p2, p1 );
+
+			bitan.cross( tang, n );
+			n.cross( bitan, tang );
+			bitan.normalize();
+			n.normalize();
+
+			cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+			cy = this.tube * Math.sin( v );
+
+			p1.x += cx * n.x + cy * bitan.x;
+			p1.y += cx * n.y + cy * bitan.y;
+			p1.z += cx * n.z + cy * bitan.z;
+
+			this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );
+
+		}
+
+	}
+
+	for ( var i = 0; i < this.radialSegments; ++ i ) {
+
+		for ( var j = 0; j < this.tubularSegments; ++ j ) {
+
+			var ip = ( i + 1 ) % this.radialSegments;
+			var jp = ( j + 1 ) % this.tubularSegments;
+
+			var a = this.grid[ i ][ j ];
+			var b = this.grid[ ip ][ j ];
+			var c = this.grid[ ip ][ jp ];
+			var d = this.grid[ i ][ jp ];
+
+			var uva = new THREE.UV( i / this.radialSegments, j / this.tubularSegments );
+			var uvb = new THREE.UV( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
+			var uvc = new THREE.UV( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
+			var uvd = new THREE.UV( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );
+
+			this.faces.push( new THREE.Face4( a, b, c, d ) );
+			this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );
+
+		}
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+	function vert( x, y, z ) {
+
+		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+	}
+
+	function getPos( u, v, in_q, in_p, radius, heightScale ) {
+
+		var cu = Math.cos( u );
+		var cv = Math.cos( v );
+		var su = Math.sin( u );
+		var quOverP = in_q / in_p * u;
+		var cs = Math.cos( quOverP );
+
+		var tx = radius * ( 2 + cs ) * 0.5 * cu;
+		var ty = radius * ( 2 + cs ) * su * 0.5;
+		var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
+
+		return new THREE.Vector3( tx, ty, tz );
+
+	}
+
+};
+
+THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author WestLangley / https://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author miningold / https://github.com/miningold
+ *
+ * Modified from the TorusKnotGeometry by @oosmoxiecode
+ *
+ * Creates a tube which extrudes along a 3d spline
+ *
+ * Uses parallel transport frames as described in
+ * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+ */
+
+THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {
+
+	THREE.Geometry.call( this );
+
+	this.path = path;
+	this.segments = segments || 64;
+	this.radius = radius || 1;
+	this.radiusSegments = radiusSegments || 8;
+	this.closed = closed || false;
+
+	if ( debug ) this.debug = new THREE.Object3D();
+
+	this.grid = [];
+
+	var scope = this,
+
+		tangent,
+		normal,
+		binormal,
+
+		numpoints = this.segments + 1,
+
+		x, y, z,
+		tx, ty, tz,
+		u, v,
+
+		cx, cy,
+		pos, pos2 = new THREE.Vector3(),
+		i, j,
+		ip, jp,
+		a, b, c, d,
+		uva, uvb, uvc, uvd;
+
+	var frames = new THREE.TubeGeometry.FrenetFrames(path, segments, closed),
+		tangents = frames.tangents,
+		normals = frames.normals,
+		binormals = frames.binormals;
+
+	// proxy internals
+	this.tangents = tangents;
+	this.normals = normals;
+	this.binormals = binormals;
+
+	function vert( x, y, z ) {
+
+		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+	}
+
+
+	// consruct the grid
+
+	for ( i = 0; i < numpoints; i++ ) {
+
+		this.grid[ i ] = [];
+
+		u = i / ( numpoints - 1 );
+
+		pos = path.getPointAt( u );
+
+		tangent = tangents[ i ];
+		normal = normals[ i ];
+		binormal = binormals[ i ];
+
+		if ( this.debug ) {
+
+			this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
+			this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
+			this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );
+
+		}
+
+		for ( j = 0; j < this.radiusSegments; j++ ) {
+
+			v = j / this.radiusSegments * 2 * Math.PI;
+
+			cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+			cy = this.radius * Math.sin( v );
+
+			pos2.copy( pos );
+			pos2.x += cx * normal.x + cy * binormal.x;
+			pos2.y += cx * normal.y + cy * binormal.y;
+			pos2.z += cx * normal.z + cy * binormal.z;
+
+			this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
+
+		}
+	}
+
+
+	// construct the mesh
+
+	for ( i = 0; i < this.segments; i++ ) {
+
+		for ( j = 0; j < this.radiusSegments; j++ ) {
+
+			ip = ( closed ) ? (i + 1) % this.segments : i + 1;
+			jp = (j + 1) % this.radiusSegments;
+
+			a = this.grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
+			b = this.grid[ ip ][ j ];
+			c = this.grid[ ip ][ jp ];
+			d = this.grid[ i ][ jp ];
+
+			uva = new THREE.UV( i / this.segments, j / this.radiusSegments );
+			uvb = new THREE.UV( ( i + 1 ) / this.segments, j / this.radiusSegments );
+			uvc = new THREE.UV( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
+			uvd = new THREE.UV( i / this.segments, ( j + 1 ) / this.radiusSegments );
+
+			this.faces.push( new THREE.Face4( a, b, c, d ) );
+			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );
+
+		}
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+
+// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
+THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
+
+	var 
+		tangent = new THREE.Vector3(),
+		normal = new THREE.Vector3(),
+		binormal = new THREE.Vector3(),
+
+		tangents = [],
+		normals = [],
+		binormals = [],
+
+		vec = new THREE.Vector3(),
+		mat = new THREE.Matrix4(),
+
+		numpoints = segments + 1,
+		theta,
+		epsilon = 0.0001,
+		smallest,
+
+		tx, ty, tz,
+		i, u, v;
+
+
+	// expose internals
+	this.tangents = tangents;
+	this.normals = normals;
+	this.binormals = binormals;
+
+	// compute the tangent vectors for each segment on the path
+
+	for ( i = 0; i < numpoints; i++ ) {
+
+		u = i / ( numpoints - 1 );
+
+		tangents[ i ] = path.getTangentAt( u );
+		tangents[ i ].normalize();
+
+	}
+
+	initialNormal3();
+
+	function initialNormal1(lastBinormal) {
+		// fixed start binormal. Has dangers of 0 vectors
+		normals[ 0 ] = new THREE.Vector3();
+		binormals[ 0 ] = new THREE.Vector3();
+		if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
+		normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize();
+		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
+	}
+
+	function initialNormal2() {
+
+		// This uses the Frenet-Serret formula for deriving binormal
+		var t2 = path.getTangentAt( epsilon );
+
+		normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize();
+		binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] );
+
+		normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
+		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
+
+	}
+
+	function initialNormal3() {
+		// select an initial normal vector perpenicular to the first tangent vector,
+		// and in the direction of the smallest tangent xyz component
+
+		normals[ 0 ] = new THREE.Vector3();
+		binormals[ 0 ] = new THREE.Vector3();
+		smallest = Number.MAX_VALUE;
+		tx = Math.abs( tangents[ 0 ].x );
+		ty = Math.abs( tangents[ 0 ].y );
+		tz = Math.abs( tangents[ 0 ].z );
+
+		if ( tx <= smallest ) {
+			smallest = tx;
+			normal.set( 1, 0, 0 );
+		}
+
+		if ( ty <= smallest ) {
+			smallest = ty;
+			normal.set( 0, 1, 0 );
+		}
+
+		if ( tz <= smallest ) {
+			normal.set( 0, 0, 1 );
+		}
+
+		vec.cross( tangents[ 0 ], normal ).normalize();
+
+		normals[ 0 ].cross( tangents[ 0 ], vec );
+		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] );
+	}
+
+
+	// compute the slowly-varying normal and binormal vectors for each segment on the path
+
+	for ( i = 1; i < numpoints; i++ ) {
+
+		normals[ i ] = normals[ i-1 ].clone();
+
+		binormals[ i ] = binormals[ i-1 ].clone();
+
+		vec.cross( tangents[ i-1 ], tangents[ i ] );
+
+		if ( vec.length() > epsilon ) {
+
+			vec.normalize();
+
+			theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
+
+			mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] );
+
+		}
+
+		binormals[ i ].cross( tangents[ i ], normals[ i ] );
+
+	}
+
+
+	// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
+
+	if ( closed ) {
+
+		theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
+		theta /= ( numpoints - 1 );
+
+		if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
+
+			theta = -theta;
+
+		}
+
+		for ( i = 1; i < numpoints; i++ ) {
+
+			// twist a little...
+			mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] );
+			binormals[ i ].cross( tangents[ i ], normals[ i ] );
+
+		}
+
+	}
+};
+/**
+ * @author clockworkgeek / https://github.com/clockworkgeek
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
+
+	THREE.Geometry.call( this );
+
+	radius = radius || 1;
+	detail = detail || 0;
+
+	var that = this;
+
+	for ( var i = 0, l = vertices.length; i < l; i ++ ) {
+
+		prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
+
+	}
+
+	var midpoints = [], p = this.vertices;
+
+	for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+		make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );
+
+	}
+
+	this.mergeVertices();
+
+	// Apply radius
+
+	for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
+
+		this.vertices[ i ].multiplyScalar( radius );
+
+	}
+
+
+	// Project vector onto sphere's surface
+
+	function prepare( vector ) {
+
+		var vertex = vector.normalize().clone();
+		vertex.index = that.vertices.push( vertex ) - 1;
+
+		// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
+
+		var u = azimuth( vector ) / 2 / Math.PI + 0.5;
+		var v = inclination( vector ) / Math.PI + 0.5;
+		vertex.uv = new THREE.UV( u, 1 - v );
+
+		return vertex;
+
+	}
+
+
+	// Approximate a curved face with recursively sub-divided triangles.
+
+	function make( v1, v2, v3, detail ) {
+
+		if ( detail < 1 ) {
+
+			var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
+			face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 );
+			face.normal = face.centroid.clone().normalize();
+			that.faces.push( face );
+
+			var azi = azimuth( face.centroid );
+			that.faceVertexUvs[ 0 ].push( [
+				correctUV( v1.uv, v1, azi ),
+				correctUV( v2.uv, v2, azi ),
+				correctUV( v3.uv, v3, azi )
+			] );
+
+		} else {
+
+			detail -= 1;
+
+			// split triangle into 4 smaller triangles
+
+			make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
+			make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
+			make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
+			make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant
+
+		}
+
+	}
+
+	function midpoint( v1, v2 ) {
+
+		if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
+		if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];
+
+		var mid = midpoints[ v1.index ][ v2.index ];
+
+		if ( mid === undefined ) {
+
+			// generate mean point and project to surface with prepare()
+
+			midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
+				new THREE.Vector3().add( v1, v2 ).divideScalar( 2 )
+			);
+		}
+
+		return mid;
+
+	}
+
+
+	// Angle around the Y axis, counter-clockwise when looking from above.
+
+	function azimuth( vector ) {
+
+		return Math.atan2( vector.z, -vector.x );
+
+	}
+
+
+	// Angle above the XZ plane.
+
+	function inclination( vector ) {
+
+		return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
+
+	}
+
+
+	// Texture fixing helper. Spheres have some odd behaviours.
+
+	function correctUV( uv, vector, azimuth ) {
+
+		if ( ( azimuth < 0 ) && ( uv.u === 1 ) ) uv = new THREE.UV( uv.u - 1, uv.v );
+		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v );
+		return uv;
+
+	}
+
+	this.computeCentroids();
+
+	this.boundingSphere = { radius: radius };
+
+};
+
+THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.IcosahedronGeometry = function ( radius, detail ) {
+
+	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+
+	var vertices = [
+		[ -1,  t,  0 ], [  1, t, 0 ], [ -1, -t,  0 ], [  1, -t,  0 ],
+		[  0, -1,  t ], [  0, 1, t ], [  0, -1, -t ], [  0,  1, -t ],
+		[  t,  0, -1 ], [  t, 0, 1 ], [ -t,  0, -1 ], [ -t,  0,  1 ]
+	];
+
+	var faces = [
+		[ 0, 11,  5 ], [ 0,  5,  1 ], [  0,  1,  7 ], [  0,  7, 10 ], [  0, 10, 11 ],
+		[ 1,  5,  9 ], [ 5, 11,  4 ], [ 11, 10,  2 ], [ 10,  7,  6 ], [  7,  1,  8 ],
+		[ 3,  9,  4 ], [ 3,  4,  2 ], [  3,  2,  6 ], [  3,  6,  8 ], [  3,  8,  9 ],
+		[ 4,  9,  5 ], [ 2,  4, 11 ], [  6,  2, 10 ], [  8,  6,  7 ], [  9,  8,  1 ]
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+
+};
+
+THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.OctahedronGeometry = function ( radius, detail ) {
+
+	var vertices = [
+		[ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
+	];
+
+	var faces = [
+		[ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+};
+
+THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.TetrahedronGeometry = function ( radius, detail ) {
+
+	var vertices = [
+		[ 1,  1,  1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
+	];
+
+	var faces = [
+		[ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+
+};
+
+THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / https://github.com/zz85
+ * Parametric Surfaces Geometry
+ * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+ *
+ * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
+ *
+ */
+
+THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {
+
+	THREE.Geometry.call( this );
+
+	var verts = this.vertices;
+	var faces = this.faces;
+	var uvs = this.faceVertexUvs[ 0 ];
+
+	useTris = (useTris === undefined) ? false : useTris;
+
+	var i, il, j, p;
+	var u, v;
+
+	var stackCount = stacks + 1;
+	var sliceCount = slices + 1;
+
+	for ( i = 0; i <= stacks; i ++ ) {
+
+		v = i / stacks;
+
+		for ( j = 0; j <= slices; j ++ ) {
+
+			u = j / slices;
+
+			p = func( u, v );
+			verts.push( p );
+
+		}
+	}
+
+	var a, b, c, d;
+	var uva, uvb, uvc, uvd;
+
+	for ( i = 0; i < stacks; i ++ ) {
+
+		for ( j = 0; j < slices; j ++ ) {
+
+			a = i * sliceCount + j;
+			b = i * sliceCount + j + 1;
+			c = (i + 1) * sliceCount + j;
+			d = (i + 1) * sliceCount + j + 1;
+
+			uva = new THREE.UV( j / slices, i / stacks );
+			uvb = new THREE.UV( ( j + 1 ) / slices, i / stacks );
+			uvc = new THREE.UV( j / slices, ( i + 1 ) / stacks );
+			uvd = new THREE.UV( ( j + 1 ) / slices, ( i + 1 ) / stacks );
+
+			if ( useTris ) {
+
+				faces.push( new THREE.Face3( a, b, c ) );
+				faces.push( new THREE.Face3( b, d, c ) );
+
+				uvs.push( [ uva, uvb, uvc ] );
+				uvs.push( [ uvb, uvd, uvc ] );
+
+			} else {
+
+				faces.push( new THREE.Face4( a, b, d, c ) );
+				uvs.push( [ uva, uvb, uvd, uvc ] );
+
+			}
+
+		}
+
+	}
+
+	// console.log(this);
+
+	// magic bullet
+	// var diff = this.mergeVertices();
+	// console.log('removed ', diff, ' vertices by merging');
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author qiao / https://github.com/qiao
+ * @fileoverview This is a convex hull generator using the incremental method. 
+ * The complexity is O(n^2) where n is the number of vertices.
+ * O(nlogn) algorithms do exist, but they are much more complicated.
+ *
+ * Benchmark: 
+ *
+ *  Platform: CPU: P7350 @2.00GHz Engine: V8
+ *
+ *  Num Vertices	Time(ms)
+ *
+ *     10           1
+ *     20           3
+ *     30           19
+ *     40           48
+ *     50           107
+ */
+
+THREE.ConvexGeometry = function( vertices ) {
+
+	THREE.Geometry.call( this );
+
+	var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; 
+
+	for ( var i = 3; i < vertices.length; i++ ) {
+
+		addPoint( i );
+
+	}
+
+
+	function addPoint( vertexId ) {
+
+		var vertex = vertices[ vertexId ].clone();
+
+		var mag = vertex.length();
+		vertex.x += mag * randomOffset();
+		vertex.y += mag * randomOffset();
+		vertex.z += mag * randomOffset();
+
+		var hole = [];
+
+		for ( var f = 0; f < faces.length; ) {
+
+			var face = faces[ f ];
+
+			// for each face, if the vertex can see it,
+			// then we try to add the face's edges into the hole.
+			if ( visible( face, vertex ) ) {
+
+				for ( var e = 0; e < 3; e++ ) {
+
+					var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
+					var boundary = true;
+
+					// remove duplicated edges.
+					for ( var h = 0; h < hole.length; h++ ) {
+
+						if ( equalEdge( hole[ h ], edge ) ) {
+
+							hole[ h ] = hole[ hole.length - 1 ];
+							hole.pop();
+							boundary = false;
+							break;
+
+						}
+
+					}
+
+					if ( boundary ) {
+
+						hole.push( edge );
+
+					}
+
+				}
+
+				// remove faces[ f ]
+				faces[ f ] = faces[ faces.length - 1 ];
+				faces.pop();
+
+			} else { // not visible
+
+				f++;
+
+			}
+		}
+
+		// construct the new faces formed by the edges of the hole and the vertex
+		for ( var h = 0; h < hole.length; h++ ) {
+
+			faces.push( [ 
+				hole[ h ][ 0 ],
+				hole[ h ][ 1 ],
+				vertexId
+			] );
+
+		}
+	}
+
+	/**
+	 * Whether the face is visible from the vertex
+	 */
+	function visible( face, vertex ) {
+
+		var va = vertices[ face[ 0 ] ];
+		var vb = vertices[ face[ 1 ] ];
+		var vc = vertices[ face[ 2 ] ];
+
+		var n = normal( va, vb, vc );
+
+		// distance from face to origin
+		var dist = n.dot( va );
+
+		return n.dot( vertex ) >= dist; 
+
+	}
+
+	/**
+	 * Face normal
+	 */
+	function normal( va, vb, vc ) {
+
+		var cb = new THREE.Vector3();
+		var ab = new THREE.Vector3();
+
+		cb.sub( vc, vb );
+		ab.sub( va, vb );
+		cb.crossSelf( ab );
+
+		cb.normalize();
+
+		return cb;
+
+	}
+
+	/**
+	 * Detect whether two edges are equal.
+	 * Note that when constructing the convex hull, two same edges can only
+	 * be of the negative direction.
+	 */
+	function equalEdge( ea, eb ) {
+
+		return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; 
+
+	}
+
+	/**
+	 * Create a random offset between -1e-6 and 1e-6.
+	 */
+	function randomOffset() {
+
+		return ( Math.random() - 0.5 ) * 2 * 1e-6;
+
+	}
+
+
+	/**
+	 * XXX: Not sure if this is the correct approach. Need someone to review.
+	 */
+	function vertexUv( vertex ) {
+
+		var mag = vertex.length();
+		return new THREE.UV( vertex.x / mag, vertex.y / mag );
+
+	}
+
+	// Push vertices into `this.vertices`, skipping those inside the hull
+	var id = 0;
+	var newId = new Array( vertices.length ); // map from old vertex id to new id
+
+	for ( var i = 0; i < faces.length; i++ ) {
+
+		 var face = faces[ i ];
+
+		 for ( var j = 0; j < 3; j++ ) {
+
+				if ( newId[ face[ j ] ] === undefined ) {
+
+						newId[ face[ j ] ] = id++;
+						this.vertices.push( vertices[ face[ j ] ] );
+
+				}
+
+				face[ j ] = newId[ face[ j ] ];
+
+		 }
+
+	}
+
+	// Convert faces into instances of THREE.Face3
+	for ( var i = 0; i < faces.length; i++ ) {
+
+		this.faces.push( new THREE.Face3( 
+				faces[ i ][ 0 ],
+				faces[ i ][ 1 ],
+				faces[ i ][ 2 ]
+		) );
+
+	}
+
+	// Compute UVs
+	for ( var i = 0; i < this.faces.length; i++ ) {
+
+		var face = this.faces[ i ];
+
+		this.faceVertexUvs[ 0 ].push( [
+			vertexUv( this.vertices[ face.a ] ),
+			vertexUv( this.vertices[ face.b ] ),
+			vertexUv( this.vertices[ face.c ])
+		] );
+
+	}
+
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author sroucheray / http://sroucheray.org/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AxisHelper = function ( size ) {
+
+	var geometry = new THREE.Geometry();
+
+	geometry.vertices.push(
+		new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ),
+		new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ),
+		new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 )
+	);
+
+	geometry.colors.push(
+		new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
+		new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
+		new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
+	);
+
+	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+	THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+};
+
+THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ *
+ * Creates an arrow for visualizing directions
+ *
+ * Parameters:
+ *  dir - Vector3
+ *  origin - Vector3
+ *  length - Number
+ *  hex - color in hex value
+ */
+
+THREE.ArrowHelper = function ( dir, origin, length, hex ) {
+
+	THREE.Object3D.call( this );
+
+	if ( hex === undefined ) hex = 0xffff00;
+	if ( length === undefined ) length = 20;
+
+	var lineGeometry = new THREE.Geometry();
+	lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
+	lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
+
+	this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
+	this.add( this.line );
+
+	var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
+
+	this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
+	this.cone.position.set( 0, 1, 0 );
+	this.add( this.cone );
+
+	if ( origin instanceof THREE.Vector3 ) this.position = origin;
+
+	this.setDirection( dir );
+	this.setLength( length );
+
+};
+
+THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ArrowHelper.prototype.setDirection = function ( dir ) {
+
+	var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir );
+
+	var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) );
+
+	this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians );
+
+	this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+};
+
+THREE.ArrowHelper.prototype.setLength = function ( length ) {
+
+	this.scale.set( length, length, length );
+
+};
+
+THREE.ArrowHelper.prototype.setColor = function ( hex ) {
+
+	this.line.material.color.setHex( hex );
+	this.cone.material.color.setHex( hex );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows frustum, line of sight and up of the camera
+ *	- suitable for fast updates
+ * 	- based on frustum visualization in lightgl.js shadowmap example
+ *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
+ */
+
+THREE.CameraHelper = function ( camera ) {
+
+	THREE.Line.call( this );
+
+	var scope = this;
+
+	this.geometry = new THREE.Geometry();
+	this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
+	this.type = THREE.LinePieces;
+
+	this.matrixWorld = camera.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+	this.pointMap = {};
+
+	// colors
+
+	var hexFrustum = 0xffaa00;
+	var hexCone = 0xff0000;
+	var hexUp = 0x00aaff;
+	var hexTarget = 0xffffff;
+	var hexCross = 0x333333;
+
+	// near
+
+	addLine( "n1", "n2", hexFrustum );
+	addLine( "n2", "n4", hexFrustum );
+	addLine( "n4", "n3", hexFrustum );
+	addLine( "n3", "n1", hexFrustum );
+
+	// far
+
+	addLine( "f1", "f2", hexFrustum );
+	addLine( "f2", "f4", hexFrustum );
+	addLine( "f4", "f3", hexFrustum );
+	addLine( "f3", "f1", hexFrustum );
+
+	// sides
+
+	addLine( "n1", "f1", hexFrustum );
+	addLine( "n2", "f2", hexFrustum );
+	addLine( "n3", "f3", hexFrustum );
+	addLine( "n4", "f4", hexFrustum );
+
+	// cone
+
+	addLine( "p", "n1", hexCone );
+	addLine( "p", "n2", hexCone );
+	addLine( "p", "n3", hexCone );
+	addLine( "p", "n4", hexCone );
+
+	// up
+
+	addLine( "u1", "u2", hexUp );
+	addLine( "u2", "u3", hexUp );
+	addLine( "u3", "u1", hexUp );
+
+	// target
+
+	addLine( "c", "t", hexTarget );
+	addLine( "p", "c", hexCross );
+
+	// cross
+
+	addLine( "cn1", "cn2", hexCross );
+	addLine( "cn3", "cn4", hexCross );
+
+	addLine( "cf1", "cf2", hexCross );
+	addLine( "cf3", "cf4", hexCross );
+
+	this.camera = camera;
+
+	function addLine( a, b, hex ) {
+
+		addPoint( a, hex );
+		addPoint( b, hex );
+
+	}
+
+	function addPoint( id, hex ) {
+
+		scope.geometry.vertices.push( new THREE.Vector3() );
+		scope.geometry.colors.push( new THREE.Color( hex ) );
+
+		if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];
+
+		scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );
+
+	}
+
+	this.update( camera );
+
+};
+
+THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
+
+THREE.CameraHelper.prototype.update = function () {
+
+	var scope = this;
+
+	var w = 1, h = 1;
+
+	// we need just camera projection matrix
+	// world matrix must be identity
+
+	THREE.CameraHelper.__c.projectionMatrix.copy( this.camera.projectionMatrix );
+
+	// center / target
+
+	setPoint( "c", 0, 0, -1 );
+	setPoint( "t", 0, 0,  1 );
+
+	// near
+
+	setPoint( "n1", -w, -h, -1 );
+	setPoint( "n2",  w, -h, -1 );
+	setPoint( "n3", -w,  h, -1 );
+	setPoint( "n4",  w,  h, -1 );
+
+	// far
+
+	setPoint( "f1", -w, -h, 1 );
+	setPoint( "f2",  w, -h, 1 );
+	setPoint( "f3", -w,  h, 1 );
+	setPoint( "f4",  w,  h, 1 );
+
+	// up
+
+	setPoint( "u1",  w * 0.7, h * 1.1, -1 );
+	setPoint( "u2", -w * 0.7, h * 1.1, -1 );
+	setPoint( "u3",        0, h * 2,   -1 );
+
+	// cross
+
+	setPoint( "cf1", -w,  0, 1 );
+	setPoint( "cf2",  w,  0, 1 );
+	setPoint( "cf3",  0, -h, 1 );
+	setPoint( "cf4",  0,  h, 1 );
+
+	setPoint( "cn1", -w,  0, -1 );
+	setPoint( "cn2",  w,  0, -1 );
+	setPoint( "cn3",  0, -h, -1 );
+	setPoint( "cn4",  0,  h, -1 );
+
+	function setPoint( point, x, y, z ) {
+
+		THREE.CameraHelper.__v.set( x, y, z );
+		THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );
+
+		var points = scope.pointMap[ point ];
+
+		if ( points !== undefined ) {
+
+			for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+				scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );
+
+			}
+
+		}
+
+	}
+
+	this.geometry.verticesNeedUpdate = true;
+
+};
+
+THREE.CameraHelper.__projector = new THREE.Projector();
+THREE.CameraHelper.__v = new THREE.Vector3();
+THREE.CameraHelper.__c = new THREE.Camera();
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows directional light color, intensity, position, orientation and target
+ */
+
+THREE.DirectionalLightHelper = function ( light, sphereSize, arrowLength ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	// direction
+
+	this.direction = new THREE.Vector3();
+	this.direction.sub( light.target.position, light.position );
+
+	// color
+
+	this.color = light.color.clone();
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	var hexColor = this.color.getHex();
+
+	// light helper
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+
+	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+
+	this.lightArrow = new THREE.ArrowHelper( this.direction, null, arrowLength, hexColor );
+	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+
+	this.lightArrow.cone.material.fog = false;
+	this.lightArrow.line.material.fog = false;
+
+	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+
+	this.add( this.lightArrow );
+	this.add( this.lightSphere );
+	this.add( this.lightRays );
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	// light target helper
+
+	this.targetSphere = null;
+
+	if ( light.target.properties.targetInverse ) {
+
+		var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
+		var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
+
+		this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
+		this.targetSphere.position = light.target.position;
+
+		this.targetSphere.properties.isGizmo = true;
+		this.targetSphere.properties.gizmoSubject = light.target;
+		this.targetSphere.properties.gizmoRoot = this.targetSphere;
+
+		var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
+		var lineGeometry = new THREE.Geometry();
+		lineGeometry.vertices.push( this.position.clone() );
+		lineGeometry.vertices.push( this.targetSphere.position.clone() );
+		lineGeometry.computeLineDistances();
+
+		this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
+		this.targetLine.properties.isGizmo = true;
+
+	}
+
+	//
+
+	this.properties.isGizmo = true;
+
+}
+
+THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.DirectionalLightHelper.prototype.update = function () {
+
+	// update arrow orientation
+	// pointing from light to target
+
+	this.direction.sub( this.light.target.position, this.light.position );
+	this.lightArrow.setDirection( this.direction );
+
+	// update arrow, spheres, rays and line colors to light color * light intensity
+
+	this.color.copy( this.light.color );
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	this.lightArrow.setColor( this.color.getHex() );
+	this.lightSphere.material.color.copy( this.color );
+	this.lightRays.material.color.copy( this.color );
+
+	this.targetSphere.material.color.copy( this.color );
+	this.targetLine.material.color.copy( this.color );
+
+	// update target line vertices
+
+	this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
+	this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
+
+	this.targetLine.geometry.computeLineDistances();
+	this.targetLine.geometry.verticesNeedUpdate = true;
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows hemisphere light intensity, sky and ground colors and directions
+ */
+
+THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	//
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	// sky color
+
+	this.color = light.color.clone();
+
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	var hexColor = this.color.getHex();
+
+	// ground color
+
+	this.groundColor = light.groundColor.clone();
+
+	this.groundColor.r *= intensity;
+	this.groundColor.g *= intensity;
+	this.groundColor.b *= intensity;
+
+	var hexColorGround = this.groundColor.getHex();
+
+	// double colored light bulb
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, 0, Math.PI * 0.5 );
+	var bulbGroundGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, Math.PI * 0.5, Math.PI );
+
+	var bulbSkyMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var bulbGroundMaterial = new THREE.MeshBasicMaterial( { color: hexColorGround, fog: false } );
+
+	for ( var i = 0, il = bulbGeometry.faces.length; i < il; i ++ ) {
+
+		bulbGeometry.faces[ i ].materialIndex = 0;
+
+	}
+
+	for ( var i = 0, il = bulbGroundGeometry.faces.length; i < il; i ++ ) {
+
+		bulbGroundGeometry.faces[ i ].materialIndex = 1;
+
+	}
+
+	THREE.GeometryUtils.merge( bulbGeometry, bulbGroundGeometry );
+
+	this.lightSphere = new THREE.Mesh( bulbGeometry, new THREE.MeshFaceMaterial( [ bulbSkyMaterial, bulbGroundMaterial ] ) );
+
+	// arrows for sky and ground light directions
+
+	this.lightArrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * 1.1, 0 ), arrowLength, hexColor );
+	this.lightArrow.rotation.x = Math.PI;
+
+	this.lightArrowGround = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * -1.1, 0 ), arrowLength, hexColorGround );
+
+	var joint = new THREE.Object3D();
+	joint.rotation.x = -Math.PI * 0.5;
+
+	joint.add( this.lightSphere );
+	joint.add( this.lightArrow );
+	joint.add( this.lightArrowGround );
+
+	this.add( joint );
+
+	//
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	//
+
+	this.properties.isGizmo = true;
+
+	//
+
+	this.target = new THREE.Vector3();
+	this.lookAt( this.target );
+
+}
+
+THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.HemisphereLightHelper.prototype.update = function () {
+
+	// update sphere sky and ground colors to light color * light intensity
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+
+	this.color.copy( this.light.color );
+	this.groundColor.copy( this.light.groundColor );
+
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	this.groundColor.r *= intensity;
+	this.groundColor.g *= intensity;
+	this.groundColor.b *= intensity;
+
+	this.lightSphere.material.materials[ 0 ].color.copy( this.color );
+	this.lightSphere.material.materials[ 1 ].color.copy( this.groundColor );
+
+	this.lightArrow.setColor( this.color.getHex() );
+	this.lightArrowGround.setColor( this.groundColor.getHex() );
+
+	this.lookAt( this.target );
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows point light color, intensity, position and distance
+ */
+
+THREE.PointLightHelper = function ( light, sphereSize ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	// color
+
+	this.color = light.color.clone();
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	var hexColor = this.color.getHex();
+
+	// light helper
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+	var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
+
+	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
+
+	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+	this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
+
+	var d = light.distance;
+
+	if ( d === 0.0 ) {
+
+		this.lightDistance.visible = false;
+
+	} else {
+
+		this.lightDistance.scale.set( d, d, d );
+
+	}
+
+	this.add( this.lightSphere );
+	this.add( this.lightRays );
+	this.add( this.lightDistance );
+
+	//
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	//
+
+	this.properties.isGizmo = true;
+
+}
+
+THREE.PointLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.PointLightHelper.prototype.update = function () {
+
+	// update sphere and rays colors to light color * light intensity
+
+	this.color.copy( this.light.color );
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	this.lightSphere.material.color.copy( this.color );
+	this.lightRays.material.color.copy( this.color );
+	this.lightDistance.material.color.copy( this.color );
+
+	//
+
+	var d = this.light.distance;
+
+	if ( d === 0.0 ) {
+
+		this.lightDistance.visible = false;
+
+	} else {
+
+		this.lightDistance.visible = true;
+		this.lightDistance.scale.set( d, d, d );
+
+	}
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows spot light color, intensity, position, orientation, light cone and target
+ */
+
+THREE.SpotLightHelper = function ( light, sphereSize, arrowLength ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	// direction
+
+	this.direction = new THREE.Vector3();
+	this.direction.sub( light.target.position, light.position );
+
+	// color
+
+	this.color = light.color.clone();
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	var hexColor = this.color.getHex();
+
+	// light helper
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+	var coneGeometry = new THREE.CylinderGeometry( 0.0001, 1, 1, 8, 1, true );
+
+	var coneMatrix = new THREE.Matrix4();
+	coneMatrix.rotateX( -Math.PI/2 );
+	coneMatrix.translate( new THREE.Vector3( 0, -0.5, 0 ) );
+	coneGeometry.applyMatrix( coneMatrix );
+
+	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+	var coneMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.3, transparent: true } );
+
+	this.lightArrow = new THREE.ArrowHelper( this.direction, null, arrowLength, hexColor );
+	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+	this.lightCone = new THREE.Mesh( coneGeometry, coneMaterial );
+
+	var coneLength = light.distance ? light.distance : 10000;
+	var coneWidth = coneLength * Math.tan( light.angle * 0.5 ) * 2;
+	this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
+
+	this.lightArrow.cone.material.fog = false;
+	this.lightArrow.line.material.fog = false;
+
+	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+
+	this.gyroscope = new THREE.Gyroscope();
+
+	this.gyroscope.add( this.lightArrow );
+	this.gyroscope.add( this.lightSphere );
+	this.gyroscope.add( this.lightRays );
+
+	this.add( this.gyroscope );
+	this.add( this.lightCone );
+
+	this.lookAt( light.target.position );
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	// light target helper
+
+	this.targetSphere = null;
+
+	if ( light.target.properties.targetInverse ) {
+
+		var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
+		var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
+
+		this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
+		this.targetSphere.position = light.target.position;
+
+		this.targetSphere.properties.isGizmo = true;
+		this.targetSphere.properties.gizmoSubject = light.target;
+		this.targetSphere.properties.gizmoRoot = this.targetSphere;
+
+		var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
+		var lineGeometry = new THREE.Geometry();
+		lineGeometry.vertices.push( this.position.clone() );
+		lineGeometry.vertices.push( this.targetSphere.position.clone() );
+		lineGeometry.computeLineDistances();
+
+		this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
+		this.targetLine.properties.isGizmo = true;
+
+	}
+
+	//
+
+	this.properties.isGizmo = true;
+
+}
+
+THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.SpotLightHelper.prototype.update = function () {
+
+	// update arrow orientation
+	// pointing from light to target
+
+	this.direction.sub( this.light.target.position, this.light.position );
+	this.lightArrow.setDirection( this.direction );
+
+	// update light cone orientation and size
+
+	this.lookAt( this.light.target.position );
+
+	var coneLength = this.light.distance ? this.light.distance : 10000;
+	var coneWidth = coneLength * Math.tan( this.light.angle * 0.5 ) * 2;
+	this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
+
+	// update arrow, spheres, rays and line colors to light color * light intensity
+
+	this.color.copy( this.light.color );
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+	this.color.r *= intensity;
+	this.color.g *= intensity;
+	this.color.b *= intensity;
+
+	this.lightArrow.setColor( this.color.getHex() );
+	this.lightSphere.material.color.copy( this.color );
+	this.lightRays.material.color.copy( this.color );
+	this.lightCone.material.color.copy( this.color );
+
+	this.targetSphere.material.color.copy( this.color );
+	this.targetLine.material.color.copy( this.color );
+
+	// update target line vertices
+
+	this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
+	this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
+
+	this.targetLine.geometry.computeLineDistances();
+	this.targetLine.geometry.verticesNeedUpdate = true;
+
+}
+
+/*
+ *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog 
+ *
+ *	Subdivision Geometry Modifier 
+ *		using Catmull-Clark Subdivision Surfaces
+ *		for creating smooth geometry meshes
+ *
+ *	Note: a modifier modifies vertices and faces of geometry,
+ *		so use geometry.clone() if original geometry needs to be retained
+ * 
+ *	Readings: 
+ *		http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
+ *		http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
+ *		http://xrt.wikidot.com/blog:31
+ *		"Subdivision Surfaces in Character Animation"
+ *
+ *		(on boundary edges)
+ *		http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
+ *		https://graphics.stanford.edu/wikis/cs148-09-summer/Assignment3Description
+ *
+ *	Supports:
+ *		Closed and Open geometries.
+ *
+ *	TODO:
+ *		crease vertex and "semi-sharp" features
+ *		selective subdivision
+ */
 
-				this.y = Math.atan2( m13, m33 );
-				this.z = Math.atan2( m21, m22 );
 
-			} else {
+THREE.SubdivisionModifier = function( subdivisions ) {
 
-				this.y = Math.atan2( - m31, m11 );
-				this.z = 0;
+	this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
 
-			}
+	// Settings
+	this.useOldVertexColors = false;
+	this.supportUVs = true;
+	this.debug = false;
 
-		} else if ( order === 'ZXY' ) {
+};
 
-			this.x = Math.asin( clamp( m32 ) );
+// Applies the "modify" pattern
+THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
 
-			if ( Math.abs( m32 ) < 0.99999 ) {
+	var repeats = this.subdivisions;
 
-				this.y = Math.atan2( - m31, m33 );
-				this.z = Math.atan2( - m12, m22 );
+	while ( repeats-- > 0 ) {
+		this.smooth( geometry );
+	}
 
-			} else {
+};
 
-				this.y = 0;
-				this.z = Math.atan2( m21, m11 );
+/// REFACTORING THIS OUT
 
-			}
+THREE.GeometryUtils.orderedKey = function ( a, b ) {
 
-		} else if ( order === 'ZYX' ) {
+	return Math.min( a, b ) + "_" + Math.max( a, b );
 
-			this.y = Math.asin( - clamp( m31 ) );
+};
 
-			if ( Math.abs( m31 ) < 0.99999 ) {
 
-				this.x = Math.atan2( m32, m33 );
-				this.z = Math.atan2( m21, m11 );
+// Returns a hashmap - of { edge_key: face_index }
+THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {
 
-			} else {
+	var i, il, v1, v2, j, k,
+		face, faceIndices, faceIndex,
+		edge,
+		hash,
+		edgeFaceMap = {};
 
-				this.x = 0;
-				this.z = Math.atan2( - m12, m22 );
+	var orderedKey = THREE.GeometryUtils.orderedKey;
 
-			}
+	function mapEdgeHash( hash, i ) {
 
-		} else if ( order === 'YZX' ) {
+		if ( edgeFaceMap[ hash ] === undefined ) {
 
-			this.z = Math.asin( clamp( m21 ) );
+			edgeFaceMap[ hash ] = [];
 
-			if ( Math.abs( m21 ) < 0.99999 ) {
+		}
 
-				this.x = Math.atan2( - m23, m22 );
-				this.y = Math.atan2( - m31, m11 );
+		edgeFaceMap[ hash ].push( i );
+	}
 
-			} else {
 
-				this.x = 0;
-				this.y = Math.atan2( m13, m33 );
+	// construct vertex -> face map
 
-			}
+	for( i = 0, il = geometry.faces.length; i < il; i ++ ) {
 
-		} else if ( order === 'XZY' ) {
+		face = geometry.faces[ i ];
 
-			this.z = Math.asin( - clamp( m12 ) );
+		if ( face instanceof THREE.Face3 ) {
 
-			if ( Math.abs( m12 ) < 0.99999 ) {
+			hash = orderedKey( face.a, face.b );
+			mapEdgeHash( hash, i );
 
-				this.x = Math.atan2( m32, m22 );
-				this.y = Math.atan2( m13, m11 );
+			hash = orderedKey( face.b, face.c );
+			mapEdgeHash( hash, i );
 
-			} else {
+			hash = orderedKey( face.c, face.a );
+			mapEdgeHash( hash, i );
 
-				this.x = Math.atan2( - m23, m33 );
-				this.y = 0;
+		} else if ( face instanceof THREE.Face4 ) {
 
-			}
+			hash = orderedKey( face.a, face.b );
+			mapEdgeHash( hash, i );
 
-		}
+			hash = orderedKey( face.b, face.c );
+			mapEdgeHash( hash, i );
 
-		return this;
+			hash = orderedKey( face.c, face.d );
+			mapEdgeHash( hash, i );
 
-	},
+			hash = orderedKey( face.d, face.a );
+			mapEdgeHash( hash, i );
 
-	setEulerFromQuaternion: function ( q, order ) {
+		}
 
-		// q is assumed to be normalized
+	}
 
-		// clamp, to handle numerical problems
+	// extract faces
 
-		function clamp( x ) {
+	// var edges = [];
+	// 
+	// var numOfEdges = 0;
+	// for (i in edgeFaceMap) {
+	// 	numOfEdges++;
+	//
+	// 	edge = edgeFaceMap[i];
+	// 	edges.push(edge);
+	//
+	// }
 
-			return Math.min( Math.max( x, -1 ), 1 );
+	//debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
 
-		}
+	return edgeFaceMap;
 
-		// http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
+}
 
-		var sqx = q.x * q.x;
-		var sqy = q.y * q.y;
-		var sqz = q.z * q.z;
-		var sqw = q.w * q.w;
+/////////////////////////////
 
-		if ( order === undefined || order === 'XYZ' ) {
+// Performs an iteration of Catmull-Clark Subdivision
+THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
 
-			this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
-			this.y = Math.asin(  clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
-			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
+	//debug( 'running smooth' );
 
-		} else if ( order ===  'YXZ' ) {
+	// New set of vertices, faces and uvs
+	var newVertices = [], newFaces = [], newUVs = [];
 
-			this.x = Math.asin(  clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
-			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
-			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
+	function v( x, y, z ) {
+		newVertices.push( new THREE.Vector3( x, y, z ) );
+	}
 
-		} else if ( order === 'ZXY' ) {
+	var scope = this;
+	var orderedKey = THREE.GeometryUtils.orderedKey;
+	var computeEdgeFaces = THREE.GeometryUtils.computeEdgeFaces;
 
-			this.x = Math.asin(  clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
-			this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
-			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
+	function assert() {
 
-		} else if ( order === 'ZYX' ) {
+		if (scope.debug && console && console.assert) console.assert.apply(console, arguments);
 
-			this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
-			this.y = Math.asin(  clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
-			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
+	}
 
-		} else if ( order === 'YZX' ) {
+	function debug() {
 
-			this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
-			this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
-			this.z = Math.asin(  clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
+		if (scope.debug) console.log.apply(console, arguments);
 
-		} else if ( order === 'XZY' ) {
+	}
 
-			this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
-			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
-			this.z = Math.asin(  clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
+	function warn() {
 
-		}
+		if (console)
+		console.log.apply(console, arguments);
 
-		return this;
+	}
 
-	},
+	function f4( a, b, c, d, oldFace, orders, facei ) {
 
-	getScaleFromMatrix: function ( m ) {
+		// TODO move vertex selection over here!
 
-		var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
-		var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
-		var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
+		var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex );
 
-		this.x = sx;
-		this.y = sy;
-		this.z = sz;
+		if (scope.useOldVertexColors) {
 
-		return this;
-	},
+			newFace.vertexColors = []; 
 
-	equals: function ( v ) {
+			var color, tmpColor, order;
 
-		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+			for (var i=0;i<4;i++) {
 
-	},
+				order = orders[i];
 
-	clone: function () {
+				color = new THREE.Color(),
+				color.setRGB(0,0,0);
 
-		return new THREE.Vector3( this.x, this.y, this.z );
+				for (var j=0, jl=0; j<order.length;j++) {
+					tmpColor = oldFace.vertexColors[order[j]-1];
+					color.r += tmpColor.r;
+					color.g += tmpColor.g;
+					color.b += tmpColor.b;
+				}
 
-	}
+				color.r /= order.length;
+				color.g /= order.length;
+				color.b /= order.length;
 
-};
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
+				newFace.vertexColors[i] = color;
 
-THREE.Vector4 = function ( x, y, z, w ) {
+			}
 
-	this.x = x || 0;
-	this.y = y || 0;
-	this.z = z || 0;
-	this.w = ( w !== undefined ) ? w : 1;
+		}
 
-};
+		newFaces.push( newFace );
 
-THREE.Vector4.prototype = {
+		if (scope.supportUVs) {
 
-	constructor: THREE.Vector4,
-
-	set: function ( x, y, z, w ) {
-
-		this.x = x;
-		this.y = y;
-		this.z = z;
-		this.w = w;
-
-		return this;
-
-	},
-
-	copy: function ( v ) {
-
-		this.x = v.x;
-		this.y = v.y;
-		this.z = v.z;
-		this.w = ( v.w !== undefined ) ? v.w : 1;
-
-		return this;
-
-	},
-
-	add: function ( a, b ) {
-
-		this.x = a.x + b.x;
-		this.y = a.y + b.y;
-		this.z = a.z + b.z;
-		this.w = a.w + b.w;
-
-		return this;
-
-	},
-
-	addSelf: function ( v ) {
-
-		this.x += v.x;
-		this.y += v.y;
-		this.z += v.z;
-		this.w += v.w;
-
-		return this;
-
-	},
-
-	sub: function ( a, b ) {
-
-		this.x = a.x - b.x;
-		this.y = a.y - b.y;
-		this.z = a.z - b.z;
-		this.w = a.w - b.w;
-
-		return this;
-
-	},
-
-	subSelf: function ( v ) {
-
-		this.x -= v.x;
-		this.y -= v.y;
-		this.z -= v.z;
-		this.w -= v.w;
-
-		return this;
-
-	},
-
-	multiplyScalar: function ( s ) {
-
-		this.x *= s;
-		this.y *= s;
-		this.z *= s;
-		this.w *= s;
-
-		return this;
-
-	},
-
-	divideScalar: function ( s ) {
-
-		if ( s ) {
-
-			this.x /= s;
-			this.y /= s;
-			this.z /= s;
-			this.w /= s;
-
-		} else {
-
-			this.x = 0;
-			this.y = 0;
-			this.z = 0;
-			this.w = 1;
-
-		}
-
-		return this;
-
-	},
-
-
-	negate: function() {
-
-		return this.multiplyScalar( -1 );
-
-	},
-
-	dot: function ( v ) {
-
-		return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
-
-	},
-
-	lengthSq: function () {
-
-		return this.dot( this );
-
-	},
-
-	length: function () {
-
-		return Math.sqrt( this.lengthSq() );
-
-	},
-
-	lengthManhattan: function () {
-
-		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
-
-	},
-
-	normalize: function () {
-
-		return this.divideScalar( this.length() );
-
-	},
-
-	setLength: function ( l ) {
-
-		return this.normalize().multiplyScalar( l );
-
-	},
-
-	lerpSelf: function ( v, alpha ) {
-
-		this.x += ( v.x - this.x ) * alpha;
-		this.y += ( v.y - this.y ) * alpha;
-		this.z += ( v.z - this.z ) * alpha;
-		this.w += ( v.w - this.w ) * alpha;
-
-		return this;
-
-	},
-
-	clone: function () {
-
-		return new THREE.Vector4( this.x, this.y, this.z, this.w );
-
-	},
-
-	setAxisAngleFromQuaternion: function ( q ) {
-
-		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
-
-		// q is assumed to be normalized
-
-		this.w = 2 * Math.acos( q.w );
-
-		var s = Math.sqrt( 1 - q.w * q.w );
-
-		if ( s < 0.0001 ) {
-
-			 this.x = 1;
-			 this.y = 0;
-			 this.z = 0;
-
-		} else {
-
-			 this.x = q.x / s;
-			 this.y = q.y / s;
-			 this.z = q.z / s;
-
-		}
-
-		return this;
-
-	},
-
-	setAxisAngleFromRotationMatrix: function ( m ) {
-
-		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
-
-		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
-		var angle, x, y, z,		// variables for result
-			epsilon = 0.01,		// margin to allow for rounding errors
-			epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees
-
-			te = m.elements,
-
-			m11 = te[0], m12 = te[4], m13 = te[8],
-			m21 = te[1], m22 = te[5], m23 = te[9],
-			m31 = te[2], m32 = te[6], m33 = te[10];
-
-		if ( ( Math.abs( m12 - m21 ) < epsilon )
-		  && ( Math.abs( m13 - m31 ) < epsilon )
-		  && ( Math.abs( m23 - m32 ) < epsilon ) ) {
-
-			// singularity found
-			// first check for identity matrix which must have +1 for all terms
-			// in leading diagonal and zero in other terms
-
-			if ( ( Math.abs( m12 + m21 ) < epsilon2 )
-			  && ( Math.abs( m13 + m31 ) < epsilon2 )
-			  && ( Math.abs( m23 + m32 ) < epsilon2 )
-			  && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
-
-				// this singularity is identity matrix so angle = 0
-
-				this.set( 1, 0, 0, 0 );
-
-				return this; // zero angle, arbitrary axis
-
-			}
-
-			// otherwise this singularity is angle = 180
-
-			angle = Math.PI;
-
-			var xx = ( m11 + 1 ) / 2;
-			var yy = ( m22 + 1 ) / 2;
-			var zz = ( m33 + 1 ) / 2;
-			var xy = ( m12 + m21 ) / 4;
-			var xz = ( m13 + m31 ) / 4;
-			var yz = ( m23 + m32 ) / 4;
-
-			if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
-
-				if ( xx < epsilon ) {
-
-					x = 0;
-					y = 0.707106781;
-					z = 0.707106781;
-
-				} else {
-
-					x = Math.sqrt( xx );
-					y = xy / x;
-					z = xz / x;
-
-				}
-
-			} else if ( yy > zz ) { // m22 is the largest diagonal term
-
-				if ( yy < epsilon ) {
-
-					x = 0.707106781;
-					y = 0;
-					z = 0.707106781;
-
-				} else {
-
-					y = Math.sqrt( yy );
-					x = xy / y;
-					z = yz / y;
-
-				}
-
-			} else { // m33 is the largest diagonal term so base result on this
-
-				if ( zz < epsilon ) {
-
-					x = 0.707106781;
-					y = 0.707106781;
-					z = 0;
-
-				} else {
-
-					z = Math.sqrt( zz );
-					x = xz / z;
-					y = yz / z;
-
-				}
-
-			}
-
-			this.set( x, y, z, angle );
-
-			return this; // return 180 deg rotation
-
-		}
-
-		// as we have reached here there are no singularities so we can handle normally
-
-		var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
-						 + ( m13 - m31 ) * ( m13 - m31 )
-						 + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
-
-		if ( Math.abs( s ) < 0.001 ) s = 1; 
-
-		// prevent divide by zero, should not happen if matrix is orthogonal and should be
-		// caught by singularity test above, but I've left it in just in case
-
-		this.x = ( m32 - m23 ) / s;
-		this.y = ( m13 - m31 ) / s;
-		this.z = ( m21 - m12 ) / s;
-		this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
-
-		return this;
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Matrix3 = function () {
-
-	this.elements = new Float32Array(9);
-
-};
-
-THREE.Matrix3.prototype = {
-
-	constructor: THREE.Matrix3,
-
-	multiplyVector3: function ( v ) {
-
-		var te = this.elements;
-
-		var vx = v.x, vy = v.y, vz = v.z;
-
-		v.x = te[0] * vx + te[3] * vy + te[6] * vz;
-		v.y = te[1] * vx + te[4] * vy + te[7] * vz;
-		v.z = te[2] * vx + te[5] * vy + te[8] * vz;
-
-		return v;
-
-	},
-
-	multiplyVector3Array: function ( a ) {
-
-		var tmp = THREE.Matrix3.__v1;
-
-		for ( var i = 0, il = a.length; i < il; i += 3 ) {
-
-			tmp.x = a[ i ];
-			tmp.y = a[ i + 1 ];
-			tmp.z = a[ i + 2 ];
-
-			this.multiplyVector3( tmp );
-
-			a[ i ]     = tmp.x;
-			a[ i + 1 ] = tmp.y;
-			a[ i + 2 ] = tmp.z;
-
-		}
-
-		return a;
-
-	},
-
-	getInverse: function ( matrix ) {
-
-		// input: THREE.Matrix4
-		// ( based on http://code.google.com/p/webgl-mjs/ )
-
-		var me = matrix.elements;
-
-		var a11 =   me[10] * me[5] - me[6] * me[9];
-		var a21 = - me[10] * me[1] + me[2] * me[9];
-		var a31 =   me[6] * me[1] - me[2] * me[5];
-		var a12 = - me[10] * me[4] + me[6] * me[8];
-		var a22 =   me[10] * me[0] - me[2] * me[8];
-		var a32 = - me[6] * me[0] + me[2] * me[4];
-		var a13 =   me[9] * me[4] - me[5] * me[8];
-		var a23 = - me[9] * me[0] + me[1] * me[8];
-		var a33 =   me[5] * me[0] - me[1] * me[4];
-
-		var det = me[0] * a11 + me[1] * a12 + me[2] * a13;
-
-		// no inverse
-
-		if ( det === 0 ) {
-
-			console.warn( "Matrix3.getInverse(): determinant == 0" );
-
-		}
-
-		var idet = 1.0 / det;
-
-		var m = this.elements;
-
-		m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31;
-		m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32;
-		m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33;
-
-		return this;
-
-	},
-
-
-	transpose: function () {
-
-		var tmp, m = this.elements;
-
-		tmp = m[1]; m[1] = m[3]; m[3] = tmp;
-		tmp = m[2]; m[2] = m[6]; m[6] = tmp;
-		tmp = m[5]; m[5] = m[7]; m[7] = tmp;
-
-		return this;
-
-	},
-
-
-	transposeIntoArray: function ( r ) {
-
-		var m = this.m;
-
-		r[ 0 ] = m[ 0 ];
-		r[ 1 ] = m[ 3 ];
-		r[ 2 ] = m[ 6 ];
-		r[ 3 ] = m[ 1 ];
-		r[ 4 ] = m[ 4 ];
-		r[ 5 ] = m[ 7 ];
-		r[ 6 ] = m[ 2 ];
-		r[ 7 ] = m[ 5 ];
-		r[ 8 ] = m[ 8 ];
-
-		return this;
-
-	}
-
-};
-
-THREE.Matrix3.__v1 = new THREE.Vector3();/**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- */
-
-
-THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
-
-	this.elements = new Float32Array( 16 );
-
-	this.set(
-
-		( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
-		n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
-		n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
-		n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
-
-	);
-
-};
-
-THREE.Matrix4.prototype = {
-
-	constructor: THREE.Matrix4,
-
-	set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
-
-		var te = this.elements;
-
-		te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
-		te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
-		te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
-		te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
-
-		return this;
-
-	},
-
-	identity: function () {
-
-		this.set(
-
-			1, 0, 0, 0,
-			0, 1, 0, 0,
-			0, 0, 1, 0,
-			0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	copy: function ( m ) {
-
-		var me = m.elements;
-
-		this.set(
-
-			me[0], me[4], me[8], me[12],
-			me[1], me[5], me[9], me[13],
-			me[2], me[6], me[10], me[14],
-			me[3], me[7], me[11], me[15]
-
-		);
-
-		return this;
-
-	},
-
-	lookAt: function ( eye, target, up ) {
-
-		var te = this.elements;
-
-		var x = THREE.Matrix4.__v1;
-		var y = THREE.Matrix4.__v2;
-		var z = THREE.Matrix4.__v3;
-
-		z.sub( eye, target ).normalize();
-
-		if ( z.length() === 0 ) {
-
-			z.z = 1;
-
-		}
-
-		x.cross( up, z ).normalize();
-
-		if ( x.length() === 0 ) {
-
-			z.x += 0.0001;
-			x.cross( up, z ).normalize();
-
-		}
-
-		y.cross( z, x );
-
-
-		te[0] = x.x; te[4] = y.x; te[8] = z.x;
-		te[1] = x.y; te[5] = y.y; te[9] = z.y;
-		te[2] = x.z; te[6] = y.z; te[10] = z.z;
-
-		return this;
-
-	},
-
-	multiply: function ( a, b ) {
-
-		var ae = a.elements;
-		var be = b.elements;
-		var te = this.elements;
-
-		var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
-		var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
-		var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
-		var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
-
-		var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
-		var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
-		var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
-		var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
-
-		te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
-		te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
-		te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
-		te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
-
-		te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
-		te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
-		te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
-		te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
-
-		te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
-		te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
-		te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
-		te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
-
-		te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
-		te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
-		te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
-		te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
-
-		return this;
-
-	},
-
-	multiplySelf: function ( m ) {
-
-		return this.multiply( this, m );
-
-	},
-
-	multiplyToArray: function ( a, b, r ) {
-
-		var te = this.elements;
-
-		this.multiply( a, b );
-
-		r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
-		r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
-		r[ 8 ]  = te[8]; r[ 9 ]  = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
-		r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
-
-		return this;
-
-	},
-
-	multiplyScalar: function ( s ) {
-
-		var te = this.elements;
-
-		te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
-		te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
-		te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
-		te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
-
-		return this;
-
-	},
-
-	multiplyVector3: function ( v ) {
-
-		var te = this.elements;
-
-		var vx = v.x, vy = v.y, vz = v.z;
-		var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
-
-		v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
-		v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
-		v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
-
-		return v;
-
-	},
-
-	multiplyVector4: function ( v ) {
-
-		var te = this.elements;
-		var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
-
-		v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
-		v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
-		v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
-		v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
-
-		return v;
-
-	},
-
-	multiplyVector3Array: function ( a ) {
-
-		var tmp = THREE.Matrix4.__v1;
-
-		for ( var i = 0, il = a.length; i < il; i += 3 ) {
-
-			tmp.x = a[ i ];
-			tmp.y = a[ i + 1 ];
-			tmp.z = a[ i + 2 ];
-
-			this.multiplyVector3( tmp );
-
-			a[ i ]     = tmp.x;
-			a[ i + 1 ] = tmp.y;
-			a[ i + 2 ] = tmp.z;
-
-		}
-
-		return a;
-
-	},
-
-	rotateAxis: function ( v ) {
-
-		var te = this.elements;
-		var vx = v.x, vy = v.y, vz = v.z;
-
-		v.x = vx * te[0] + vy * te[4] + vz * te[8];
-		v.y = vx * te[1] + vy * te[5] + vz * te[9];
-		v.z = vx * te[2] + vy * te[6] + vz * te[10];
-
-		v.normalize();
-
-		return v;
-
-	},
-
-	crossVector: function ( a ) {
-
-		var te = this.elements;
-		var v = new THREE.Vector4();
-
-		v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
-		v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
-		v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
-
-		v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
-
-		return v;
-
-	},
-
-	determinant: function () {
-
-		var te = this.elements;
-
-		var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
-		var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
-		var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
-		var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
-
-		//TODO: make this more efficient
-		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
-
-		return (
-			n14 * n23 * n32 * n41-
-			n13 * n24 * n32 * n41-
-			n14 * n22 * n33 * n41+
-			n12 * n24 * n33 * n41+
-
-			n13 * n22 * n34 * n41-
-			n12 * n23 * n34 * n41-
-			n14 * n23 * n31 * n42+
-			n13 * n24 * n31 * n42+
-
-			n14 * n21 * n33 * n42-
-			n11 * n24 * n33 * n42-
-			n13 * n21 * n34 * n42+
-			n11 * n23 * n34 * n42+
-
-			n14 * n22 * n31 * n43-
-			n12 * n24 * n31 * n43-
-			n14 * n21 * n32 * n43+
-			n11 * n24 * n32 * n43+
-
-			n12 * n21 * n34 * n43-
-			n11 * n22 * n34 * n43-
-			n13 * n22 * n31 * n44+
-			n12 * n23 * n31 * n44+
-
-			n13 * n21 * n32 * n44-
-			n11 * n23 * n32 * n44-
-			n12 * n21 * n33 * n44+
-			n11 * n22 * n33 * n44
-		);
-
-	},
-
-	transpose: function () {
-
-		var te = this.elements;
-		var tmp;
-
-		tmp = te[1]; te[1] = te[4]; te[4] = tmp;
-		tmp = te[2]; te[2] = te[8]; te[8] = tmp;
-		tmp = te[6]; te[6] = te[9]; te[9] = tmp;
-
-		tmp = te[3]; te[3] = te[12]; te[12] = tmp;
-		tmp = te[7]; te[7] = te[13]; te[13] = tmp;
-		tmp = te[11]; te[11] = te[14]; te[14] = tmp;
-
-		return this;
-
-	},
-
-	flattenToArray: function ( flat ) {
-
-		var te = this.elements;
-		flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
-		flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
-		flat[ 8 ]  = te[8]; flat[ 9 ]  = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
-		flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
-
-		return flat;
-
-	},
-
-	flattenToArrayOffset: function( flat, offset ) {
-
-		var te = this.elements;
-		flat[ offset ] = te[0];
-		flat[ offset + 1 ] = te[1];
-		flat[ offset + 2 ] = te[2];
-		flat[ offset + 3 ] = te[3];
-
-		flat[ offset + 4 ] = te[4];
-		flat[ offset + 5 ] = te[5];
-		flat[ offset + 6 ] = te[6];
-		flat[ offset + 7 ] = te[7];
-
-		flat[ offset + 8 ]  = te[8];
-		flat[ offset + 9 ]  = te[9];
-		flat[ offset + 10 ] = te[10];
-		flat[ offset + 11 ] = te[11];
-
-		flat[ offset + 12 ] = te[12];
-		flat[ offset + 13 ] = te[13];
-		flat[ offset + 14 ] = te[14];
-		flat[ offset + 15 ] = te[15];
-
-		return flat;
-
-	},
-
-	getPosition: function () {
-
-		var te = this.elements;
-		return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
-
-	},
-
-	setPosition: function ( v ) {
-
-		var te = this.elements;
-
-		te[12] = v.x;
-		te[13] = v.y;
-		te[14] = v.z;
-
-		return this;
-
-	},
-
-	getColumnX: function () {
-
-		var te = this.elements;
-		return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
-
-	},
-
-	getColumnY: function () {
-
-		var te = this.elements;
-		return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
-
-	},
-
-	getColumnZ: function() {
-
-		var te = this.elements;
-		return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
-
-	},
-
-	getInverse: function ( m ) {
-
-		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
-		var te = this.elements;
-		var me = m.elements;
-
-		var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
-		var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
-		var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
-		var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
-
-		te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
-		te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
-		te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
-		te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
-		te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
-		te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
-		te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
-		te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
-		te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
-		te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
-		te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
-		te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
-		te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
-		te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
-		te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
-		te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
-		this.multiplyScalar( 1 / m.determinant() );
-
-		return this;
-
-	},
-
-	setRotationFromEuler: function ( v, order ) {
-
-		var te = this.elements;
-
-		var x = v.x, y = v.y, z = v.z;
-		var a = Math.cos( x ), b = Math.sin( x );
-		var c = Math.cos( y ), d = Math.sin( y );
-		var e = Math.cos( z ), f = Math.sin( z );
-
-		if ( order === undefined || order === 'XYZ' ) {
-
-			var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
-			te[0] = c * e;
-			te[4] = - c * f;
-			te[8] = d;
-
-			te[1] = af + be * d;
-			te[5] = ae - bf * d;
-			te[9] = - b * c;
-
-			te[2] = bf - ae * d;
-			te[6] = be + af * d;
-			te[10] = a * c;
-
-		} else if ( order === 'YXZ' ) {
-
-			var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
-			te[0] = ce + df * b;
-			te[4] = de * b - cf;
-			te[8] = a * d;
-
-			te[1] = a * f;
-			te[5] = a * e;
-			te[9] = - b;
-
-			te[2] = cf * b - de;
-			te[6] = df + ce * b;
-			te[10] = a * c;
-
-		} else if ( order === 'ZXY' ) {
-
-			var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
-			te[0] = ce - df * b;
-			te[4] = - a * f;
-			te[8] = de + cf * b;
-
-			te[1] = cf + de * b;
-			te[5] = a * e;
-			te[9] = df - ce * b;
-
-			te[2] = - a * d;
-			te[6] = b;
-			te[10] = a * c;
-
-		} else if ( order === 'ZYX' ) {
-
-			var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
-			te[0] = c * e;
-			te[4] = be * d - af;
-			te[8] = ae * d + bf;
-
-			te[1] = c * f;
-			te[5] = bf * d + ae;
-			te[9] = af * d - be;
-
-			te[2] = - d;
-			te[6] = b * c;
-			te[10] = a * c;
-
-		} else if ( order === 'YZX' ) {
-
-			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
-			te[0] = c * e;
-			te[4] = bd - ac * f;
-			te[8] = bc * f + ad;
-
-			te[1] = f;
-			te[5] = a * e;
-			te[9] = - b * e;
-
-			te[2] = - d * e;
-			te[6] = ad * f + bc;
-			te[10] = ac - bd * f;
-
-		} else if ( order === 'XZY' ) {
-
-			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
-			te[0] = c * e;
-			te[4] = - f;
-			te[8] = d * e;
-
-			te[1] = ac * f + bd;
-			te[5] = a * e;
-			te[9] = ad * f - bc;
-
-			te[2] = bc * f - ad;
-			te[6] = b * e;
-			te[10] = bd * f + ac;
-
-		}
-
-		return this;
-
-	},
-
-
-	setRotationFromQuaternion: function ( q ) {
-
-		var te = this.elements;
-
-		var x = q.x, y = q.y, z = q.z, w = q.w;
-		var x2 = x + x, y2 = y + y, z2 = z + z;
-		var xx = x * x2, xy = x * y2, xz = x * z2;
-		var yy = y * y2, yz = y * z2, zz = z * z2;
-		var wx = w * x2, wy = w * y2, wz = w * z2;
-
-		te[0] = 1 - ( yy + zz );
-		te[4] = xy - wz;
-		te[8] = xz + wy;
-
-		te[1] = xy + wz;
-		te[5] = 1 - ( xx + zz );
-		te[9] = yz - wx;
-
-		te[2] = xz - wy;
-		te[6] = yz + wx;
-		te[10] = 1 - ( xx + yy );
-
-		return this;
-
-	},
-
-	compose: function ( translation, rotation, scale ) {
-
-		var te = this.elements;
-		var mRotation = THREE.Matrix4.__m1;
-		var mScale = THREE.Matrix4.__m2;
-
-		mRotation.identity();
-		mRotation.setRotationFromQuaternion( rotation );
-
-		mScale.makeScale( scale.x, scale.y, scale.z );
-
-		this.multiply( mRotation, mScale );
-
-		te[12] = translation.x;
-		te[13] = translation.y;
-		te[14] = translation.z;
-
-		return this;
-
-	},
-
-	decompose: function ( translation, rotation, scale ) {
-
-		var te = this.elements;
-
-		// grab the axis vectors
-		var x = THREE.Matrix4.__v1;
-		var y = THREE.Matrix4.__v2;
-		var z = THREE.Matrix4.__v3;
-
-		x.set( te[0], te[1], te[2] );
-		y.set( te[4], te[5], te[6] );
-		z.set( te[8], te[9], te[10] );
-
-		translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
-		rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
-		scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
-
-		scale.x = x.length();
-		scale.y = y.length();
-		scale.z = z.length();
-
-		translation.x = te[12];
-		translation.y = te[13];
-		translation.z = te[14];
-
-		// scale the rotation part
-
-		var matrix = THREE.Matrix4.__m1;
-
-		matrix.copy( this );
-
-		matrix.elements[0] /= scale.x;
-		matrix.elements[1] /= scale.x;
-		matrix.elements[2] /= scale.x;
-
-		matrix.elements[4] /= scale.y;
-		matrix.elements[5] /= scale.y;
-		matrix.elements[6] /= scale.y;
-
-		matrix.elements[8] /= scale.z;
-		matrix.elements[9] /= scale.z;
-		matrix.elements[10] /= scale.z;
-
-		rotation.setFromRotationMatrix( matrix );
-
-		return [ translation, rotation, scale ];
-
-	},
-
-	extractPosition: function ( m ) {
-
-		var te = this.elements;
-		var me = m.elements;
-
-		te[12] = me[12];
-		te[13] = me[13];
-		te[14] = me[14];
-
-		return this;
-
-	},
-
-	extractRotation: function ( m ) {
-
-		var te = this.elements;
-		var me = m.elements;
-
-		var vector = THREE.Matrix4.__v1;
-
-		var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
-		var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
-		var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
-
-		te[0] = me[0] * scaleX;
-		te[1] = me[1] * scaleX;
-		te[2] = me[2] * scaleX;
-
-		te[4] = me[4] * scaleY;
-		te[5] = me[5] * scaleY;
-		te[6] = me[6] * scaleY;
-
-		te[8] = me[8] * scaleZ;
-		te[9] = me[9] * scaleZ;
-		te[10] = me[10] * scaleZ;
-
-		return this;
-
-	},
-
-	//
-
-	translate: function ( v ) {
-
-		var te = this.elements;
-		var x = v.x, y = v.y, z = v.z;
-
-		te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
-		te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
-		te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
-		te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
-
-		return this;
-
-	},
-
-	rotateX: function ( angle ) {
-
-		var te = this.elements;
-		var m12 = te[4];
-		var m22 = te[5];
-		var m32 = te[6];
-		var m42 = te[7];
-		var m13 = te[8];
-		var m23 = te[9];
-		var m33 = te[10];
-		var m43 = te[11];
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-
-		te[4] = c * m12 + s * m13;
-		te[5] = c * m22 + s * m23;
-		te[6] = c * m32 + s * m33;
-		te[7] = c * m42 + s * m43;
-
-		te[8] = c * m13 - s * m12;
-		te[9] = c * m23 - s * m22;
-		te[10] = c * m33 - s * m32;
-		te[11] = c * m43 - s * m42;
-
-		return this;
-
-	},
-
-	rotateY: function ( angle ) {
-
-		var te = this.elements;
-		var m11 = te[0];
-		var m21 = te[1];
-		var m31 = te[2];
-		var m41 = te[3];
-		var m13 = te[8];
-		var m23 = te[9];
-		var m33 = te[10];
-		var m43 = te[11];
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-
-		te[0] = c * m11 - s * m13;
-		te[1] = c * m21 - s * m23;
-		te[2] = c * m31 - s * m33;
-		te[3] = c * m41 - s * m43;
-
-		te[8] = c * m13 + s * m11;
-		te[9] = c * m23 + s * m21;
-		te[10] = c * m33 + s * m31;
-		te[11] = c * m43 + s * m41;
-
-		return this;
-
-	},
-
-	rotateZ: function ( angle ) {
-
-		var te = this.elements;
-		var m11 = te[0];
-		var m21 = te[1];
-		var m31 = te[2];
-		var m41 = te[3];
-		var m12 = te[4];
-		var m22 = te[5];
-		var m32 = te[6];
-		var m42 = te[7];
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-
-		te[0] = c * m11 + s * m12;
-		te[1] = c * m21 + s * m22;
-		te[2] = c * m31 + s * m32;
-		te[3] = c * m41 + s * m42;
-
-		te[4] = c * m12 - s * m11;
-		te[5] = c * m22 - s * m21;
-		te[6] = c * m32 - s * m31;
-		te[7] = c * m42 - s * m41;
-
-		return this;
-
-	},
-
-	rotateByAxis: function ( axis, angle ) {
-
-		var te = this.elements;
-
-		// optimize by checking axis
-
-		if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
-
-			return this.rotateX( angle );
-
-		} else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
-
-			return this.rotateY( angle );
-
-		} else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
-
-			return this.rotateZ( angle );
-
-		}
-
-		var x = axis.x, y = axis.y, z = axis.z;
-		var n = Math.sqrt(x * x + y * y + z * z);
-
-		x /= n;
-		y /= n;
-		z /= n;
-
-		var xx = x * x, yy = y * y, zz = z * z;
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-		var oneMinusCosine = 1 - c;
-		var xy = x * y * oneMinusCosine;
-		var xz = x * z * oneMinusCosine;
-		var yz = y * z * oneMinusCosine;
-		var xs = x * s;
-		var ys = y * s;
-		var zs = z * s;
-
-		var r11 = xx + (1 - xx) * c;
-		var r21 = xy + zs;
-		var r31 = xz - ys;
-		var r12 = xy - zs;
-		var r22 = yy + (1 - yy) * c;
-		var r32 = yz + xs;
-		var r13 = xz + ys;
-		var r23 = yz - xs;
-		var r33 = zz + (1 - zz) * c;
-
-		var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
-		var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
-		var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
-		var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
-
-		te[0] = r11 * m11 + r21 * m12 + r31 * m13;
-		te[1] = r11 * m21 + r21 * m22 + r31 * m23;
-		te[2] = r11 * m31 + r21 * m32 + r31 * m33;
-		te[3] = r11 * m41 + r21 * m42 + r31 * m43;
-
-		te[4] = r12 * m11 + r22 * m12 + r32 * m13;
-		te[5] = r12 * m21 + r22 * m22 + r32 * m23;
-		te[6] = r12 * m31 + r22 * m32 + r32 * m33;
-		te[7] = r12 * m41 + r22 * m42 + r32 * m43;
-
-		te[8] = r13 * m11 + r23 * m12 + r33 * m13;
-		te[9] = r13 * m21 + r23 * m22 + r33 * m23;
-		te[10] = r13 * m31 + r23 * m32 + r33 * m33;
-		te[11] = r13 * m41 + r23 * m42 + r33 * m43;
-
-		return this;
-
-	},
-
-	scale: function ( v ) {
-
-		var te = this.elements;
-		var x = v.x, y = v.y, z = v.z;
-
-		te[0] *= x; te[4] *= y; te[8] *= z;
-		te[1] *= x; te[5] *= y; te[9] *= z;
-		te[2] *= x; te[6] *= y; te[10] *= z;
-		te[3] *= x; te[7] *= y; te[11] *= z;
-
-		return this;
-
-	},
-
-	getMaxScaleOnAxis: function () {
-
-		var te = this.elements;
-
-		var scaleXSq =  te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
-		var scaleYSq =  te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
-		var scaleZSq =  te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
-
-		return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
-
-	},
-
-	//
-
-	makeTranslation: function ( x, y, z ) {
-
-		this.set(
-
-			1, 0, 0, x,
-			0, 1, 0, y,
-			0, 0, 1, z,
-			0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationX: function ( theta ) {
-
-		var c = Math.cos( theta ), s = Math.sin( theta );
-
-		this.set(
-
-			1, 0,  0, 0,
-			0, c, -s, 0,
-			0, s,  c, 0,
-			0, 0,  0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationY: function ( theta ) {
-
-		var c = Math.cos( theta ), s = Math.sin( theta );
-
-		this.set(
-
-			 c, 0, s, 0,
-			 0, 1, 0, 0,
-			-s, 0, c, 0,
-			 0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationZ: function ( theta ) {
-
-		var c = Math.cos( theta ), s = Math.sin( theta );
-
-		this.set(
-
-			c, -s, 0, 0,
-			s,  c, 0, 0,
-			0,  0, 1, 0,
-			0,  0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationAxis: function ( axis, angle ) {
-
-		// Based on http://www.gamedev.net/reference/articles/article1199.asp
-
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-		var t = 1 - c;
-		var x = axis.x, y = axis.y, z = axis.z;
-		var tx = t * x, ty = t * y;
-
-		this.set(
-
-			tx * x + c, tx * y - s * z, tx * z + s * y, 0,
-			tx * y + s * z, ty * y + c, ty * z - s * x, 0,
-			tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
-			0, 0, 0, 1
-
-		);
-
-		 return this;
-
-	},
-
-	makeScale: function ( x, y, z ) {
-
-		this.set(
-
-			x, 0, 0, 0,
-			0, y, 0, 0,
-			0, 0, z, 0,
-			0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeFrustum: function ( left, right, bottom, top, near, far ) {
-
-		var te = this.elements;
-		var x = 2 * near / ( right - left );
-		var y = 2 * near / ( top - bottom );
-
-		var a = ( right + left ) / ( right - left );
-		var b = ( top + bottom ) / ( top - bottom );
-		var c = - ( far + near ) / ( far - near );
-		var d = - 2 * far * near / ( far - near );
-
-		te[0] = x;  te[4] = 0;  te[8] = a;   te[12] = 0;
-		te[1] = 0;  te[5] = y;  te[9] = b;   te[13] = 0;
-		te[2] = 0;  te[6] = 0;  te[10] = c;   te[14] = d;
-		te[3] = 0;  te[7] = 0;  te[11] = - 1; te[15] = 0;
-
-		return this;
-
-	},
-
-	makePerspective: function ( fov, aspect, near, far ) {
-
-		var ymax = near * Math.tan( fov * Math.PI / 360 );
-		var ymin = - ymax;
-		var xmin = ymin * aspect;
-		var xmax = ymax * aspect;
-
-		return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
-
-	},
-
-	makeOrthographic: function ( left, right, top, bottom, near, far ) {
-
-		var te = this.elements;
-		var w = right - left;
-		var h = top - bottom;
-		var p = far - near;
-
-		var x = ( right + left ) / w;
-		var y = ( top + bottom ) / h;
-		var z = ( far + near ) / p;
-
-		te[0] = 2 / w; te[4] = 0;     te[8] = 0;      te[12] = -x;
-		te[1] = 0;     te[5] = 2 / h; te[9] = 0;      te[13] = -y;
-		te[2] = 0;     te[6] = 0;     te[10] = -2 / p; te[14] = -z;
-		te[3] = 0;     te[7] = 0;     te[11] = 0;      te[15] = 1;
-
-		return this;
-
-	},
-
-
-	clone: function () {
-
-		var te = this.elements;
-
-		return new THREE.Matrix4(
-
-			te[0], te[4], te[8], te[12],
-			te[1], te[5], te[9], te[13],
-			te[2], te[6], te[10], te[14],
-			te[3], te[7], te[11], te[15]
-
-		);
-
-	}
-
-};
-
-THREE.Matrix4.__v1 = new THREE.Vector3();
-THREE.Matrix4.__v2 = new THREE.Vector3();
-THREE.Matrix4.__v3 = new THREE.Vector3();
-
-THREE.Matrix4.__m1 = new THREE.Matrix4();
-THREE.Matrix4.__m2 = new THREE.Matrix4();
-/**
- * https://github.com/mrdoob/eventtarget.js/
- */
-
-THREE.EventTarget = function () {
-
-	var listeners = {};
-
-	this.addEventListener = function ( type, listener ) {
-
-		if ( listeners[ type ] === undefined ) {
-
-			listeners[ type ] = [];
-
-		}
-
-		if ( listeners[ type ].indexOf( listener ) === - 1 ) {
-
-			listeners[ type ].push( listener );
-
-		}
-
-	};
-
-	this.dispatchEvent = function ( event ) {
-
-		for ( var listener in listeners[ event.type ] ) {
-
-			listeners[ event.type ][ listener ]( event );
-
-		}
-
-	};
-
-	this.removeEventListener = function ( type, listener ) {
-
-		var index = listeners[ type ].indexOf( listener );
-
-		if ( index !== - 1 ) {
-
-			listeners[ type ].splice( index, 1 );
-
-		}
-
-	};
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Frustum = function ( ) {
-
-	this.planes = [
-
-		new THREE.Vector4(),
-		new THREE.Vector4(),
-		new THREE.Vector4(),
-		new THREE.Vector4(),
-		new THREE.Vector4(),
-		new THREE.Vector4()
-
-	];
-
-};
-
-THREE.Frustum.prototype.setFromMatrix = function ( m ) {
-
-	var plane;
-	var planes = this.planes;
-
-	var me = m.elements;
-	var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
-	var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
-	var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
-	var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
-
-	planes[ 0 ].set( me3 - me0, me7 - me4, me11 - me8, me15 - me12 );
-	planes[ 1 ].set( me3 + me0, me7 + me4, me11 + me8, me15 + me12 );
-	planes[ 2 ].set( me3 + me1, me7 + me5, me11 + me9, me15 + me13 );
-	planes[ 3 ].set( me3 - me1, me7 - me5, me11 - me9, me15 - me13 );
-	planes[ 4 ].set( me3 - me2, me7 - me6, me11 - me10, me15 - me14 );
-	planes[ 5 ].set( me3 + me2, me7 + me6, me11 + me10, me15 + me14 );
-
-	for ( var i = 0; i < 6; i ++ ) {
-
-		plane = planes[ i ];
-		plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
-
-	}
-
-};
-
-THREE.Frustum.prototype.contains = function ( object ) {
-
-	var distance = 0.0;
-	var planes = this.planes;
-	var matrix = object.matrixWorld;
-	var me = matrix.elements;
-	var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
-
-	for ( var i = 0; i < 6; i ++ ) {
-
-		distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w;
-		if ( distance <= radius ) return false;
-
-	}
-
-	return true;
-
-};
-
-THREE.Frustum.__v1 = new THREE.Vector3();
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-( function ( THREE ) {
-
-	THREE.Ray = function ( origin, direction, near, far ) {
-
-		this.origin = origin || new THREE.Vector3();
-		this.direction = direction || new THREE.Vector3();
-		this.near = near || 0;
-		this.far = far || Infinity;
-
-	};
-
-	var originCopy = new THREE.Vector3();
-
-	var localOriginCopy = new THREE.Vector3();
-	var localDirectionCopy = new THREE.Vector3();
-
-	var vector = new THREE.Vector3();
-	var normal = new THREE.Vector3();
-	var intersectPoint = new THREE.Vector3();
-
-	var inverseMatrix = new THREE.Matrix4();
-
-	var descSort = function ( a, b ) {
-
-		return a.distance - b.distance;
-
-	};
-
-	var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
-
-	var distanceFromIntersection = function ( origin, direction, position ) {
-
-		v0.sub( position, origin );
-
-		var dot = v0.dot( direction );
-
-		var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
-		var distance = position.distanceTo( intersect );
-
-		return distance;
-
-	};
-
-	// http://www.blackpawn.com/texts/pointinpoly/default.html
-
-	var pointInFace3 = function ( p, a, b, c ) {
-
-		v0.sub( c, a );
-		v1.sub( b, a );
-		v2.sub( p, a );
-
-		var dot00 = v0.dot( v0 );
-		var dot01 = v0.dot( v1 );
-		var dot02 = v0.dot( v2 );
-		var dot11 = v1.dot( v1 );
-		var dot12 = v1.dot( v2 );
-
-		var invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
-		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
-		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
-
-		return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 );
-
-	};
-
-	var intersectObject = function ( object, ray, intersects ) {
-
-		if ( object instanceof THREE.Particle ) {
-
-			var distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
-
-			if ( distance > object.scale.x ) {
-
-				return intersects;
-
-			}
-
-			intersects.push( {
-
-				distance: distance,
-				point: object.position,
-				face: null,
-				object: object
-
-			} );
-
-		} else if ( object instanceof THREE.Mesh ) {
-
-			// Checking boundingSphere
-
-			var scaledRadius = object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis();
-
-			// Checking distance to ray
-
-			var distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
-
-			if ( distance > scaledRadius) {
-
-				return intersects;
-
-			}
-
-			// Checking faces
-
-			var geometry = object.geometry;
-			var vertices = geometry.vertices;
-
-			var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
-			var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
-
-			var side = object.material.side;
-
-			var a, b, c, d;
-			var precision = ray.precision;
-
-			object.matrixRotationWorld.extractRotation( object.matrixWorld );
-
-			originCopy.copy( ray.origin );
-
-			inverseMatrix.getInverse( object.matrixWorld );
-
-			localOriginCopy.copy( originCopy );
-			inverseMatrix.multiplyVector3( localOriginCopy );
-
-			localDirectionCopy.copy( ray.direction );
-			inverseMatrix.rotateAxis( localDirectionCopy ).normalize();
-
-			for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
-
-				var face = geometry.faces[ f ];
-
-				var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
-
-				if ( material === undefined ) continue;
-
-				side = material.side;
-
-				vector.sub( face.centroid, localOriginCopy );
-
-				var normal = face.normal;
-				var dot = localDirectionCopy.dot( normal );
-
-				// bail if ray and plane are parallel
-
-				if ( Math.abs( dot ) < precision ) continue;
-
-				// calc distance to plane
-
-				var scalar = normal.dot( vector ) / dot;
-
-				// if negative distance, then plane is behind ray
-
-				if ( scalar < 0 ) continue;
-
-				if ( side === THREE.DoubleSide || ( side === THREE.FrontSide ? dot < 0 : dot > 0 ) ) {
-
-					intersectPoint.add( localOriginCopy, localDirectionCopy.multiplyScalar( scalar ) );
-
-					if ( face instanceof THREE.Face3 ) {
-
-						a = vertices[ face.a ];
-						b = vertices[ face.b ];
-						c = vertices[ face.c ];
-
-						if ( pointInFace3( intersectPoint, a, b, c ) ) {
-
-							var point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
-							distance = originCopy.distanceTo( point );
-
-							if ( distance < ray.near || distance > ray.far ) continue;
-
-							intersects.push( {
-
-								distance: distance,
-								point: point,
-								face: face,
-								faceIndex: f,
-								object: object
-
-							} );
-
-						}
-
-					} else if ( face instanceof THREE.Face4 ) {
-
-						a = vertices[ face.a ];
-						b = vertices[ face.b ];
-						c = vertices[ face.c ];
-						d = vertices[ face.d ];
-
-						if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
-
-							var point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
-							distance = originCopy.distanceTo( point );
-
-							if ( distance < ray.near || distance > ray.far ) continue;
-
-							intersects.push( {
-
-								distance: distance,
-								point: point,
-								face: face,
-								faceIndex: f,
-								object: object
-
-							} );
-
-						}
-
-					}
-
-				}
-
-			}
-
-		}
-
-	};
-
-	var intersectDescendants = function ( object, ray, intersects ) {
-
-		var descendants = object.getDescendants();
-
-		for ( var i = 0, l = descendants.length; i < l; i ++ ) {
-
-			intersectObject( descendants[ i ], ray, intersects );
-
-		}
-	};
-
-	//
-
-	THREE.Ray.prototype.precision = 0.0001;
-
-	THREE.Ray.prototype.set = function ( origin, direction ) {
-
-		this.origin = origin;
-		this.direction = direction;
-
-	};
-
-	THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
-
-		var intersects = [];
-
-		if ( recursive === true ) {
-
-			intersectDescendants( object, this, intersects );
-
-		}
-
-		intersectObject( object, this, intersects );
-
-		intersects.sort( descSort );
-
-		return intersects;
-
-	};
-
-	THREE.Ray.prototype.intersectObjects = function ( objects, recursive ) {
-
-		var intersects = [];
-
-		for ( var i = 0, l = objects.length; i < l; i ++ ) {
-
-			intersectObject( objects[ i ], this, intersects );
-
-			if ( recursive === true ) {
-
-				intersectDescendants( objects[ i ], this, intersects );
-
-			}
-		}
-
-		intersects.sort( descSort );
-
-		return intersects;
-
-	};
-
-}( THREE ) );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Rectangle = function () {
-
-	var _left = 0;
-	var _top = 0;
-	var _right = 0;
-	var _bottom = 0;
-	var _width = 0;
-	var _height = 0;
-	var _isEmpty = true;
-
-	function resize() {
-
-		_width = _right - _left;
-		_height = _bottom - _top;
-
-	}
-
-	this.getX = function () {
-
-		return _left;
-
-	};
-
-	this.getY = function () {
-
-		return _top;
-
-	};
-
-	this.getWidth = function () {
-
-		return _width;
-
-	};
-
-	this.getHeight = function () {
-
-		return _height;
-
-	};
-
-	this.getLeft = function() {
-
-		return _left;
-
-	};
-
-	this.getTop = function() {
-
-		return _top;
-
-	};
-
-	this.getRight = function() {
-
-		return _right;
-
-	};
-
-	this.getBottom = function() {
-
-		return _bottom;
-
-	};
-
-	this.set = function ( left, top, right, bottom ) {
-
-		_isEmpty = false;
-
-		_left = left; _top = top;
-		_right = right; _bottom = bottom;
-
-		resize();
-
-	};
-
-	this.addPoint = function ( x, y ) {
-
-		if ( _isEmpty === true ) {
-
-			_isEmpty = false;
-			_left = x; _top = y;
-			_right = x; _bottom = y;
-
-			resize();
-
-		} else {
-
-			_left = _left < x ? _left : x; // Math.min( _left, x );
-			_top = _top < y ? _top : y; // Math.min( _top, y );
-			_right = _right > x ? _right : x; // Math.max( _right, x );
-			_bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y );
-
-			resize();
-		}
-
-	};
-
-	this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) {
-
-		if ( _isEmpty === true ) {
-
-			_isEmpty = false;
-			_left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 );
-			_top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 );
-			_right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 );
-			_bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 );
-
-			resize();
-
-		} else {
-
-			_left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) );
-			_top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) );
-			_right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) );
-			_bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) );
-
-			resize();
-
-		};
-
-	};
-
-	this.addRectangle = function ( r ) {
-
-		if ( _isEmpty === true ) {
-
-			_isEmpty = false;
-			_left = r.getLeft(); _top = r.getTop();
-			_right = r.getRight(); _bottom = r.getBottom();
-
-			resize();
-
-		} else {
-
-			_left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() );
-			_top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() );
-			_right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() );
-			_bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() );
-
-			resize();
-
-		}
-
-	};
-
-	this.inflate = function ( v ) {
-
-		_left -= v; _top -= v;
-		_right += v; _bottom += v;
-
-		resize();
-
-	};
-
-	this.minSelf = function ( r ) {
-
-		_left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() );
-		_top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() );
-		_right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() );
-		_bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() );
-
-		resize();
-
-	};
-
-	this.intersects = function ( r ) {
-
-		// http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/
-
-		if ( _right < r.getLeft() ) return false;
-		if ( _left > r.getRight() ) return false;
-		if ( _bottom < r.getTop() ) return false;
-		if ( _top > r.getBottom() ) return false;
-
-		return true;
-
-	};
-
-	this.empty = function () {
-
-		_isEmpty = true;
-
-		_left = 0; _top = 0;
-		_right = 0; _bottom = 0;
-
-		resize();
-
-	};
-
-	this.isEmpty = function () {
-
-		return _isEmpty;
-
-	};
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Math = {
-
-	// Clamp value to range <a, b>
-
-	clamp: function ( x, a, b ) {
-
-		return ( x < a ) ? a : ( ( x > b ) ? b : x );
-
-	},
-
-	// Clamp value to range <a, inf)
-
-	clampBottom: function ( x, a ) {
-
-		return x < a ? a : x;
-
-	},
-
-	// Linear mapping from range <a1, a2> to range <b1, b2>
-
-	mapLinear: function ( x, a1, a2, b1, b2 ) {
-
-		return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
-
-	},
-
-	// Random float from <0, 1> with 16 bits of randomness
-	// (standard Math.random() creates repetitive patterns when applied over larger space)
-
-	random16: function () {
-
-		return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
-
-	},
-
-	// Random integer from <low, high> interval
-
-	randInt: function ( low, high ) {
-
-		return low + Math.floor( Math.random() * ( high - low + 1 ) );
-
-	},
-
-	// Random float from <low, high> interval
-
-	randFloat: function ( low, high ) {
-
-		return low + Math.random() * ( high - low );
-
-	},
-
-	// Random float from <-range/2, range/2> interval
-
-	randFloatSpread: function ( range ) {
-
-		return range * ( 0.5 - Math.random() );
-
-	},
-
-	sign: function ( x ) {
-
-		return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Object3D = function () {
-
-	THREE.Object3DLibrary.push( this );
-
-	this.id = THREE.Object3DIdCount ++;
-
-	this.name = '';
-	this.properties = {};
-
-	this.parent = undefined;
-	this.children = [];
-
-	this.up = new THREE.Vector3( 0, 1, 0 );
-
-	this.position = new THREE.Vector3();
-	this.rotation = new THREE.Vector3();
-	this.eulerOrder = THREE.Object3D.defaultEulerOrder;
-	this.scale = new THREE.Vector3( 1, 1, 1 );
-
-	this.renderDepth = null;
-
-	this.rotationAutoUpdate = true;
-
-	this.matrix = new THREE.Matrix4();
-	this.matrixWorld = new THREE.Matrix4();
-	this.matrixRotationWorld = new THREE.Matrix4();
-
-	this.matrixAutoUpdate = true;
-	this.matrixWorldNeedsUpdate = true;
-
-	this.quaternion = new THREE.Quaternion();
-	this.useQuaternion = false;
-
-	this.boundRadius = 0.0;
-	this.boundRadiusScale = 1.0;
-
-	this.visible = true;
-
-	this.castShadow = false;
-	this.receiveShadow = false;
-
-	this.frustumCulled = true;
-
-	this._vector = new THREE.Vector3();
-
-};
-
-
-THREE.Object3D.prototype = {
-
-	constructor: THREE.Object3D,
-
-	applyMatrix: function ( matrix ) {
-
-		this.matrix.multiply( matrix, this.matrix );
-
-		this.scale.getScaleFromMatrix( this.matrix );
-
-		var mat = new THREE.Matrix4().extractRotation( this.matrix );
-		this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );
-
-		this.position.getPositionFromMatrix( this.matrix );
-
-	},
-
-	translate: function ( distance, axis ) {
-
-		this.matrix.rotateAxis( axis );
-		this.position.addSelf( axis.multiplyScalar( distance ) );
-
-	},
-
-	translateX: function ( distance ) {
-
-		this.translate( distance, this._vector.set( 1, 0, 0 ) );
-
-	},
-
-	translateY: function ( distance ) {
-
-		this.translate( distance, this._vector.set( 0, 1, 0 ) );
-
-	},
-
-	translateZ: function ( distance ) {
-
-		this.translate( distance, this._vector.set( 0, 0, 1 ) );
-
-	},
-
-	localToWorld: function ( vector ) {
-
-		return this.matrixWorld.multiplyVector3( vector );
-
-	},
-
-	worldToLocal: function ( vector ) {
-
-		return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector );
-
-	},
-
-	lookAt: function ( vector ) {
-
-		// TODO: Add hierarchy support.
-
-		this.matrix.lookAt( vector, this.position, this.up );
-
-		if ( this.rotationAutoUpdate ) {
-
-			if ( this.useQuaternion === false )  {
-
-				this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
-
-			} else {
-
-				this.quaternion.copy( this.matrix.decompose()[ 1 ] );
-
-			}
-
-		}
-
-	},
-
-	add: function ( object ) {
-
-		if ( object === this ) {
-
-			console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
-			return;
-
-		}
-
-		if ( object instanceof THREE.Object3D ) {
-
-			if ( object.parent !== undefined ) {
-
-				object.parent.remove( object );
-
-			}
-
-			object.parent = this;
-			this.children.push( object );
-
-			// add to scene
-
-			var scene = this;
-
-			while ( scene.parent !== undefined ) {
-
-				scene = scene.parent;
-
-			}
-
-			if ( scene !== undefined && scene instanceof THREE.Scene )  {
-
-				scene.__addObject( object );
-
-			}
-
-		}
-
-	},
-
-	remove: function ( object ) {
-
-		var index = this.children.indexOf( object );
-
-		if ( index !== - 1 ) {
-
-			object.parent = undefined;
-			this.children.splice( index, 1 );
-
-			// remove from scene
-
-			var scene = this;
-
-			while ( scene.parent !== undefined ) {
-
-				scene = scene.parent;
-
-			}
-
-			if ( scene !== undefined && scene instanceof THREE.Scene ) {
-
-				scene.__removeObject( object );
-
-			}
-
-		}
-
-	},
-
-	traverse: function ( callback ) {
-
-		callback( this );
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			this.children[ i ].traverse( callback );
-
-		}
-
-	},
-
-	getChildByName: function ( name, recursive ) {
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			var child = this.children[ i ];
-
-			if ( child.name === name ) {
-
-				return child;
-
-			}
-
-			if ( recursive === true ) {
-
-				child = child.getChildByName( name, recursive );
-
-				if ( child !== undefined ) {
-
-					return child;
-
-				}
-
-			}
-
-		}
-
-		return undefined;
-
-	},
-
-	getDescendants: function ( array ) {
-
-		if ( array === undefined ) array = [];
-
-		Array.prototype.push.apply( array, this.children );
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			this.children[ i ].getDescendants( array );
-
-		}
-
-		return array;
-
-	},
-
-	updateMatrix: function () {
-
-		this.matrix.setPosition( this.position );
-
-		if ( this.useQuaternion === false )  {
-
-			this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
-
-		} else {
-
-			this.matrix.setRotationFromQuaternion( this.quaternion );
-
-		}
-
-		if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
-
-			this.matrix.scale( this.scale );
-			this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) );
-
-		}
-
-		this.matrixWorldNeedsUpdate = true;
-
-	},
-
-	updateMatrixWorld: function ( force ) {
-
-		if ( this.matrixAutoUpdate === true ) this.updateMatrix();
-
-		if ( this.matrixWorldNeedsUpdate === true || force === true ) {
-
-			if ( this.parent === undefined ) {
-
-				this.matrixWorld.copy( this.matrix );
-
-			} else {
-
-				this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
-
-			}
-
-			this.matrixWorldNeedsUpdate = false;
-
-			force = true;
-
-		}
-
-		// update children
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			this.children[ i ].updateMatrixWorld( force );
-
-		}
-
-	},
-
-	clone: function ( object ) {
-
-		if ( object === undefined ) object = new THREE.Object3D();
-
-		object.name = this.name;
-
-		object.up.copy( this.up );
-
-		object.position.copy( this.position );
-		if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
-		object.eulerOrder = this.eulerOrder;
-		object.scale.copy( this.scale );
-
-		object.renderDepth = this.renderDepth;
-
-		object.rotationAutoUpdate = this.rotationAutoUpdate;
-
-		object.matrix.copy( this.matrix );
-		object.matrixWorld.copy( this.matrixWorld );
-		object.matrixRotationWorld.copy( this.matrixRotationWorld );
-
-		object.matrixAutoUpdate = this.matrixAutoUpdate;
-		object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
-
-		object.quaternion.copy( this.quaternion );
-		object.useQuaternion = this.useQuaternion;
-
-		object.boundRadius = this.boundRadius;
-		object.boundRadiusScale = this.boundRadiusScale;
-
-		object.visible = this.visible;
-
-		object.castShadow = this.castShadow;
-		object.receiveShadow = this.receiveShadow;
-
-		object.frustumCulled = this.frustumCulled;
-
-		for ( var i = 0; i < this.children.length; i ++ ) {
-
-			var child = this.children[ i ];
-			object.add( child.clone() );
-
-		}
-
-		return object;
-
-	},
-
-	deallocate: function () {
-
-		var index = THREE.Object3DLibrary.indexOf( this );
-		if ( index !== -1 ) THREE.Object3DLibrary.splice( index, 1 );
-
-	}
-
-};
-
-THREE.Object3D.__m1 = new THREE.Matrix4();
-THREE.Object3D.defaultEulerOrder = 'XYZ',
-
-THREE.Object3DIdCount = 0;
-THREE.Object3DLibrary = [];
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author julianwa / https://github.com/julianwa
- */
-
-THREE.Projector = function() {
-
-	var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
-	_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
-	_face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
-	_face4Count, _face4Pool = [], _face4PoolLength = 0,
-	_line, _lineCount, _linePool = [], _linePoolLength = 0,
-	_particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
-
-	_renderData = { objects: [], sprites: [], lights: [], elements: [] },
-
-	_vector3 = new THREE.Vector3(),
-	_vector4 = new THREE.Vector4(),
-
-	_viewProjectionMatrix = new THREE.Matrix4(),
-	_modelViewProjectionMatrix = new THREE.Matrix4(),
-	_normalMatrix = new THREE.Matrix3(),
-
-	_frustum = new THREE.Frustum(),
-
-	_clippedVertex1PositionScreen = new THREE.Vector4(),
-	_clippedVertex2PositionScreen = new THREE.Vector4(),
-
-	_face3VertexNormals;
-
-	this.projectVector = function ( vector, camera ) {
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
-		_viewProjectionMatrix.multiplyVector3( vector );
-
-		return vector;
-
-	};
-
-	this.unprojectVector = function ( vector, camera ) {
-
-		camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
-
-		_viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
-		_viewProjectionMatrix.multiplyVector3( vector );
-
-		return vector;
-
-	};
-
-	this.pickingRay = function ( vector, camera ) {
-
-		var end, ray, t;
-
-		// set two vectors with opposing z values
-		vector.z = -1.0;
-		end = new THREE.Vector3( vector.x, vector.y, 1.0 );
-
-		this.unprojectVector( vector, camera );
-		this.unprojectVector( end, camera );
-
-		// find direction from vector to end
-		end.subSelf( vector ).normalize();
-
-		return new THREE.Ray( vector, end );
-
-	};
-
-	var projectGraph = function ( root, sortObjects ) {
-
-		_objectCount = 0;
-
-		_renderData.objects.length = 0;
-		_renderData.sprites.length = 0;
-		_renderData.lights.length = 0;
-
-		var projectObject = function ( parent ) {
-
-			for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
-
-				var object = parent.children[ c ];
-
-				if ( object.visible === false ) continue;
-
-				if ( object instanceof THREE.Light ) {
-
-					_renderData.lights.push( object );
-
-				} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
-
-					if ( object.frustumCulled === false || _frustum.contains( object ) === true ) {
-
-						_object = getNextObjectInPool();
-						_object.object = object;
-
-						if ( object.renderDepth !== null ) {
-
-							_object.z = object.renderDepth;
-
-						} else {
-
-							_vector3.copy( object.matrixWorld.getPosition() );
-							_viewProjectionMatrix.multiplyVector3( _vector3 );
-							_object.z = _vector3.z;
-
-						}
-
-						_renderData.objects.push( _object );
-
-					}
-
-				} else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
-
-					_object = getNextObjectInPool();
-					_object.object = object;
-
-					// TODO: Find an elegant and performant solution and remove this dupe code.
-
-					if ( object.renderDepth !== null ) {
-
-						_object.z = object.renderDepth;
-
-					} else {
-
-						_vector3.copy( object.matrixWorld.getPosition() );
-						_viewProjectionMatrix.multiplyVector3( _vector3 );
-						_object.z = _vector3.z;
-
-					}
-
-					_renderData.sprites.push( _object );
-
-				} else {
-
-					_object = getNextObjectInPool();
-					_object.object = object;
-
-					if ( object.renderDepth !== null ) {
-
-						_object.z = object.renderDepth;
-
-					} else {
-
-						_vector3.copy( object.matrixWorld.getPosition() );
-						_viewProjectionMatrix.multiplyVector3( _vector3 );
-						_object.z = _vector3.z;
-
-					}
-
-					_renderData.objects.push( _object );
-
-				}
-
-				projectObject( object );
-
-			}
-
-		};
-
-		projectObject( root );
-
-		if ( sortObjects === true ) _renderData.objects.sort( painterSort );
-
-		return _renderData;
-
-	};
-
-	this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
-
-		var near = camera.near, far = camera.far, visible = false,
-		o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, modelMatrix,
-		geometry, vertices, vertex, vertexPositionScreen,
-		faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
-		v1, v2, v3, v4, isFaceMaterial, objectMaterials, material, side;
-
-		_face3Count = 0;
-		_face4Count = 0;
-		_lineCount = 0;
-		_particleCount = 0;
-
-		_renderData.elements.length = 0;
-
-		scene.updateMatrixWorld();
-
-		if ( camera.parent === undefined ) camera.updateMatrixWorld();
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
-
-		_frustum.setFromMatrix( _viewProjectionMatrix );
-
-		_renderData = projectGraph( scene, sortObjects );
-
-		for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
-
-			object = _renderData.objects[ o ].object;
-
-			modelMatrix = object.matrixWorld;
-
-			_vertexCount = 0;
-
-			if ( object instanceof THREE.Mesh ) {
-
-				geometry = object.geometry;
-
-				vertices = geometry.vertices;
-				faces = geometry.faces;
-				faceVertexUvs = geometry.faceVertexUvs;
-
-				_normalMatrix.getInverse( modelMatrix );
-				_normalMatrix.transpose();
-
-				isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
-				objectMaterials = isFaceMaterial === true ? object.material : null;
-
-				side = object.material.side;
-
-				for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
-
-					_vertex = getNextVertexInPool();
-					_vertex.positionWorld.copy( vertices[ v ] );
-
-					modelMatrix.multiplyVector3( _vertex.positionWorld );
-
-					_vertex.positionScreen.copy( _vertex.positionWorld );
-					_viewProjectionMatrix.multiplyVector4( _vertex.positionScreen );
-
-					_vertex.positionScreen.x /= _vertex.positionScreen.w;
-					_vertex.positionScreen.y /= _vertex.positionScreen.w;
-
-					_vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
-
-				}
-
-				for ( f = 0, fl = faces.length; f < fl; f ++ ) {
-
-					face = faces[ f ];
-
-					material = isFaceMaterial === true ? objectMaterials.materials[ face.materialIndex ] : object.material;
-
-					if ( material === undefined ) continue;
-
-					side = material.side;
-
-					if ( face instanceof THREE.Face3 ) {
-
-						v1 = _vertexPool[ face.a ];
-						v2 = _vertexPool[ face.b ];
-						v3 = _vertexPool[ face.c ];
-
-						if ( v1.visible === true && v2.visible === true && v3.visible === true ) {
-
-							visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
-								( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
-
-							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
-
-								_face = getNextFace3InPool();
-
-								_face.v1.copy( v1 );
-								_face.v2.copy( v2 );
-								_face.v3.copy( v3 );
-
-							} else {
-
-								continue;
-
-							}
-
-						} else {
-
-							continue;
-
-						}
-
-					} else if ( face instanceof THREE.Face4 ) {
-
-						v1 = _vertexPool[ face.a ];
-						v2 = _vertexPool[ face.b ];
-						v3 = _vertexPool[ face.c ];
-						v4 = _vertexPool[ face.d ];
-
-						if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) {
-
-							visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
-								( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
-								( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
-								( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
-
-
-							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
-
-								_face = getNextFace4InPool();
-
-								_face.v1.copy( v1 );
-								_face.v2.copy( v2 );
-								_face.v3.copy( v3 );
-								_face.v4.copy( v4 );
-
-							} else {
-
-								continue;
-
-							}
-
-						} else {
-
-							continue;
-
-						}
-
-					}
-
-					_face.normalWorld.copy( face.normal );
-
-					if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate();
-					_normalMatrix.multiplyVector3( _face.normalWorld ).normalize();
-
-					_face.centroidWorld.copy( face.centroid );
-					modelMatrix.multiplyVector3( _face.centroidWorld );
-
-					_face.centroidScreen.copy( _face.centroidWorld );
-					_viewProjectionMatrix.multiplyVector3( _face.centroidScreen );
-
-					faceVertexNormals = face.vertexNormals;
-
-					for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
-
-						normal = _face.vertexNormalsWorld[ n ];
-						normal.copy( faceVertexNormals[ n ] );
-
-						if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate();
-
-						_normalMatrix.multiplyVector3( normal ).normalize();
-
-					}
-
-					_face.vertexNormalsLength = faceVertexNormals.length;
-
-					for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
-
-						uvs = faceVertexUvs[ c ][ f ];
-
-						if ( uvs === undefined ) continue;
-
-						for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
-
-							_face.uvs[ c ][ u ] = uvs[ u ];
-
-						}
-
-					}
-
-					_face.color = face.color;
-					_face.material = material;
-
-					_face.z = _face.centroidScreen.z;
-
-					_renderData.elements.push( _face );
-
-				}
-
-			} else if ( object instanceof THREE.Line ) {
-
-				_modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix );
-
-				vertices = object.geometry.vertices;
-
-				v1 = getNextVertexInPool();
-				v1.positionScreen.copy( vertices[ 0 ] );
-				_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
-
-				// Handle LineStrip and LinePieces
-				var step = object.type === THREE.LinePieces ? 2 : 1;
-
-				for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
-
-					v1 = getNextVertexInPool();
-					v1.positionScreen.copy( vertices[ v ] );
-					_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
-
-					if ( ( v + 1 ) % step > 0 ) continue;
-
-					v2 = _vertexPool[ _vertexCount - 2 ];
-
-					_clippedVertex1PositionScreen.copy( v1.positionScreen );
-					_clippedVertex2PositionScreen.copy( v2.positionScreen );
-
-					if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
-
-						// Perform the perspective divide
-						_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
-						_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
-
-						_line = getNextLineInPool();
-						_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
-						_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
-
-						_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
-
-						_line.material = object.material;
-
-						_renderData.elements.push( _line );
-
-					}
-
-				}
-
-			}
-
-		}
-
-		for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
-
-			object = _renderData.sprites[ o ].object;
-
-			modelMatrix = object.matrixWorld;
-
-			if ( object instanceof THREE.Particle ) {
-
-				_vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 );
-				_viewProjectionMatrix.multiplyVector4( _vector4 );
-
-				_vector4.z /= _vector4.w;
-
-				if ( _vector4.z > 0 && _vector4.z < 1 ) {
-
-					_particle = getNextParticleInPool();
-					_particle.object = object;
-					_particle.x = _vector4.x / _vector4.w;
-					_particle.y = _vector4.y / _vector4.w;
-					_particle.z = _vector4.z;
-
-					_particle.rotation = object.rotation.z;
-
-					_particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
-					_particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
-
-					_particle.material = object.material;
-
-					_renderData.elements.push( _particle );
-
-				}
-
-			}
-
-		}
-
-		if ( sortElements === true ) _renderData.elements.sort( painterSort );
-
-		return _renderData;
-
-	};
-
-	// Pools
-
-	function getNextObjectInPool() {
-
-		if ( _objectCount === _objectPoolLength ) {
-
-			var object = new THREE.RenderableObject();
-			_objectPool.push( object );
-			_objectPoolLength ++;
-			_objectCount ++;
-			return object;
-
-		}
-
-		return _objectPool[ _objectCount ++ ];
-
-	}
-
-	function getNextVertexInPool() {
-
-		if ( _vertexCount === _vertexPoolLength ) {
-
-			var vertex = new THREE.RenderableVertex();
-			_vertexPool.push( vertex );
-			_vertexPoolLength ++;
-			_vertexCount ++;
-			return vertex;
-
-		}
-
-		return _vertexPool[ _vertexCount ++ ];
-
-	}
-
-	function getNextFace3InPool() {
-
-		if ( _face3Count === _face3PoolLength ) {
-
-			var face = new THREE.RenderableFace3();
-			_face3Pool.push( face );
-			_face3PoolLength ++;
-			_face3Count ++;
-			return face;
-
-		}
-
-		return _face3Pool[ _face3Count ++ ];
-
-
-	}
-
-	function getNextFace4InPool() {
-
-		if ( _face4Count === _face4PoolLength ) {
-
-			var face = new THREE.RenderableFace4();
-			_face4Pool.push( face );
-			_face4PoolLength ++;
-			_face4Count ++;
-			return face;
-
-		}
-
-		return _face4Pool[ _face4Count ++ ];
-
-	}
-
-	function getNextLineInPool() {
-
-		if ( _lineCount === _linePoolLength ) {
-
-			var line = new THREE.RenderableLine();
-			_linePool.push( line );
-			_linePoolLength ++;
-			_lineCount ++
-			return line;
-
-		}
-
-		return _linePool[ _lineCount ++ ];
-
-	}
-
-	function getNextParticleInPool() {
-
-		if ( _particleCount === _particlePoolLength ) {
-
-			var particle = new THREE.RenderableParticle();
-			_particlePool.push( particle );
-			_particlePoolLength ++;
-			_particleCount ++
-			return particle;
-
-		}
-
-		return _particlePool[ _particleCount ++ ];
-
-	}
-
-	//
-
-	function painterSort( a, b ) {
-
-		return b.z - a.z;
-
-	}
-
-	function clipLine( s1, s2 ) {
-
-		var alpha1 = 0, alpha2 = 1,
-
-		// Calculate the boundary coordinate of each vertex for the near and far clip planes,
-		// Z = -1 and Z = +1, respectively.
-		bc1near =  s1.z + s1.w,
-		bc2near =  s2.z + s2.w,
-		bc1far =  - s1.z + s1.w,
-		bc2far =  - s2.z + s2.w;
-
-		if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
-
-			// Both vertices lie entirely within all clip planes.
-			return true;
-
-		} else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
-
-			// Both vertices lie entirely outside one of the clip planes.
-			return false;
-
-		} else {
-
-			// The line segment spans at least one clip plane.
-
-			if ( bc1near < 0 ) {
-
-				// v1 lies outside the near plane, v2 inside
-				alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
-
-			} else if ( bc2near < 0 ) {
-
-				// v2 lies outside the near plane, v1 inside
-				alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
-
-			}
-
-			if ( bc1far < 0 ) {
-
-				// v1 lies outside the far plane, v2 inside
-				alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
-
-			} else if ( bc2far < 0 ) {
-
-				// v2 lies outside the far plane, v2 inside
-				alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
-
-			}
-
-			if ( alpha2 < alpha1 ) {
-
-				// The line segment spans two boundaries, but is outside both of them.
-				// (This can't happen when we're only clipping against just near/far but good
-				//  to leave the check here for future usage if other clip planes are added.)
-				return false;
-
-			} else {
-
-				// Update the s1 and s2 vertices to match the clipped line segment.
-				s1.lerpSelf( s2, alpha1 );
-				s2.lerpSelf( s1, 1 - alpha2 );
-
-				return true;
-
-			}
-
-		}
-
-	}
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Quaternion = function( x, y, z, w ) {
-
-	this.x = x || 0;
-	this.y = y || 0;
-	this.z = z || 0;
-	this.w = ( w !== undefined ) ? w : 1;
-
-};
-
-THREE.Quaternion.prototype = {
-
-	constructor: THREE.Quaternion,
-
-	set: function ( x, y, z, w ) {
-
-		this.x = x;
-		this.y = y;
-		this.z = z;
-		this.w = w;
-
-		return this;
-
-	},
-
-	copy: function ( q ) {
-
-		this.x = q.x;
-		this.y = q.y;
-		this.z = q.z;
-		this.w = q.w;
-
-		return this;
-
-	},
-
-	setFromEuler: function ( v, order ) {
-
-		// http://www.mathworks.com/matlabcentral/fileexchange/
-		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
-		//	content/SpinCalc.m
-	
-		var c1 = Math.cos( v.x / 2 );
-		var c2 = Math.cos( v.y / 2 );
-		var c3 = Math.cos( v.z / 2 );
-		var s1 = Math.sin( v.x / 2 );
-		var s2 = Math.sin( v.y / 2 );
-		var s3 = Math.sin( v.z / 2 );
-
-		if ( order === undefined || order === 'XYZ' ) {
-
-			this.x = s1 * c2 * c3 + c1 * s2 * s3;
-			this.y = c1 * s2 * c3 - s1 * c2 * s3;
-			this.z = c1 * c2 * s3 + s1 * s2 * c3;
-			this.w = c1 * c2 * c3 - s1 * s2 * s3;
-
-		} else if ( order === 'YXZ' ) {
-	
-			this.x = s1 * c2 * c3 + c1 * s2 * s3;
-			this.y = c1 * s2 * c3 - s1 * c2 * s3;
-			this.z = c1 * c2 * s3 - s1 * s2 * c3;
-			this.w = c1 * c2 * c3 + s1 * s2 * s3;
-				
-		} else if ( order === 'ZXY' ) {
-	
-			this.x = s1 * c2 * c3 - c1 * s2 * s3;
-			this.y = c1 * s2 * c3 + s1 * c2 * s3;
-			this.z = c1 * c2 * s3 + s1 * s2 * c3;
-			this.w = c1 * c2 * c3 - s1 * s2 * s3;
-				
-		} else if ( order === 'ZYX' ) {
-	
-			this.x = s1 * c2 * c3 - c1 * s2 * s3;
-			this.y = c1 * s2 * c3 + s1 * c2 * s3;
-			this.z = c1 * c2 * s3 - s1 * s2 * c3;
-			this.w = c1 * c2 * c3 + s1 * s2 * s3;
-				
-		} else if ( order === 'YZX' ) {
-			
-			this.x = s1 * c2 * c3 + c1 * s2 * s3;
-			this.y = c1 * s2 * c3 + s1 * c2 * s3;
-			this.z = c1 * c2 * s3 - s1 * s2 * c3;
-			this.w = c1 * c2 * c3 - s1 * s2 * s3;
-				
-		} else if ( order === 'XZY' ) {
-			
-			this.x = s1 * c2 * c3 - c1 * s2 * s3;
-			this.y = c1 * s2 * c3 - s1 * c2 * s3;
-			this.z = c1 * c2 * s3 + s1 * s2 * c3;
-			this.w = c1 * c2 * c3 + s1 * s2 * s3;
-				
-		}
-		
-		return this;
-
-	},
-
-	setFromAxisAngle: function ( axis, angle ) {
-
-		// from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
-		// axis have to be normalized
-
-		var halfAngle = angle / 2,
-			s = Math.sin( halfAngle );
-
-		this.x = axis.x * s;
-		this.y = axis.y * s;
-		this.z = axis.z * s;
-		this.w = Math.cos( halfAngle );
-
-		return this;
-
-	},
-
-	setFromRotationMatrix: function ( m ) {
-
-		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
-		
-		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-		
-		var te = m.elements,
-			
-			m11 = te[0], m12 = te[4], m13 = te[8],
-			m21 = te[1], m22 = te[5], m23 = te[9],
-			m31 = te[2], m32 = te[6], m33 = te[10],
-			
-			trace = m11 + m22 + m33,
-			s;
-		
-		if( trace > 0 ) {
-		
-			s = 0.5 / Math.sqrt( trace + 1.0 );
-			
-			this.w = 0.25 / s;
-			this.x = ( m32 - m23 ) * s;
-			this.y = ( m13 - m31 ) * s;
-			this.z = ( m21 - m12 ) * s;
-		
-		} else if ( m11 > m22 && m11 > m33 ) {
-		
-			s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
-			
-			this.w = (m32 - m23 ) / s;
-			this.x = 0.25 * s;
-			this.y = (m12 + m21 ) / s;
-			this.z = (m13 + m31 ) / s;
-		
-		} else if (m22 > m33) {
-		
-			s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
-			
-			this.w = (m13 - m31 ) / s;
-			this.x = (m12 + m21 ) / s;
-			this.y = 0.25 * s;
-			this.z = (m23 + m32 ) / s;
-		
-		} else {
-		
-			s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
-			
-			this.w = ( m21 - m12 ) / s;
-			this.x = ( m13 + m31 ) / s;
-			this.y = ( m23 + m32 ) / s;
-			this.z = 0.25 * s;
-		
-		}
-	
-		return this;
-
-	},
-
-	inverse: function () {
-
-		this.conjugate().normalize();
-
-		return this;
-
-	},
-
-	conjugate: function () {
-
-		this.x *= -1;
-		this.y *= -1;
-		this.z *= -1;
-
-		return this;
-
-	},
-
-	length: function () {
-
-		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
-	},
-
-	normalize: function () {
-
-		var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
-		if ( l === 0 ) {
-
-			this.x = 0;
-			this.y = 0;
-			this.z = 0;
-			this.w = 1;
-
-		} else {
-
-			l = 1 / l;
-
-			this.x = this.x * l;
-			this.y = this.y * l;
-			this.z = this.z * l;
-			this.w = this.w * l;
-
-		}
-
-		return this;
-
-	},
-
-	multiply: function ( a, b ) {
-
-		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
-		var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w,
-		qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
-
-		this.x =  qax * qbw + qay * qbz - qaz * qby + qaw * qbx;
-		this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby;
-		this.z =  qax * qby - qay * qbx + qaz * qbw + qaw * qbz;
-		this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw;
-
-		return this;
-
-	},
-
-	multiplySelf: function ( b ) {
-
-		var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
-		qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
-
-		this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
-		this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
-		this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
-		this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
-
-		return this;
-
-	},
-
-	multiplyVector3: function ( vector, dest ) {
-
-		if ( !dest ) { dest = vector; }
-
-		var x    = vector.x,  y  = vector.y,  z  = vector.z,
-			qx   = this.x, qy = this.y, qz = this.z, qw = this.w;
-
-		// calculate quat * vector
-
-		var ix =  qw * x + qy * z - qz * y,
-			iy =  qw * y + qz * x - qx * z,
-			iz =  qw * z + qx * y - qy * x,
-			iw = -qx * x - qy * y - qz * z;
-
-		// calculate result * inverse quat
-
-		dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-		dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-		dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-
-		return dest;
-
-	},
-
-	slerpSelf: function ( qb, t ) {
-
-		var x = this.x, y = this.y, z = this.z, w = this.w;
-
-		// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
-
-		var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
-
-		if ( cosHalfTheta < 0 ) {
-
-			this.w = -qb.w;
-			this.x = -qb.x;
-			this.y = -qb.y;
-			this.z = -qb.z;
-
-			cosHalfTheta = -cosHalfTheta;
-
-		} else {
-
-			this.copy( qb );
-
-		}
-
-		if ( cosHalfTheta >= 1.0 ) {
-
-			this.w = w;
-			this.x = x;
-			this.y = y;
-			this.z = z;
-
-			return this;
-
-		}
-
-		var halfTheta = Math.acos( cosHalfTheta );
-		var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
-
-		if ( Math.abs( sinHalfTheta ) < 0.001 ) {
-
-			this.w = 0.5 * ( w + this.w );
-			this.x = 0.5 * ( x + this.x );
-			this.y = 0.5 * ( y + this.y );
-			this.z = 0.5 * ( z + this.z );
-
-			return this;
-
-		}
-
-		var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
-		ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
-
-		this.w = ( w * ratioA + this.w * ratioB );
-		this.x = ( x * ratioA + this.x * ratioB );
-		this.y = ( y * ratioA + this.y * ratioB );
-		this.z = ( z * ratioA + this.z * ratioB );
-
-		return this;
-
-	},
-
-	clone: function () {
-
-		return new THREE.Quaternion( this.x, this.y, this.z, this.w );
-
-	}
-
-}
-
-THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
-
-	// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
-
-	var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;
-
-	if ( cosHalfTheta < 0 ) {
-
-		qm.w = -qb.w;
-		qm.x = -qb.x;
-		qm.y = -qb.y;
-		qm.z = -qb.z;
-
-		cosHalfTheta = -cosHalfTheta;
-
-	} else {
-
-		qm.copy( qb );
-
-	}
-
-	if ( Math.abs( cosHalfTheta ) >= 1.0 ) {
-
-		qm.w = qa.w;
-		qm.x = qa.x;
-		qm.y = qa.y;
-		qm.z = qa.z;
-
-		return qm;
-
-	}
-
-	var halfTheta = Math.acos( cosHalfTheta );
-	var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
-
-	if ( Math.abs( sinHalfTheta ) < 0.001 ) {
-
-		qm.w = 0.5 * ( qa.w + qm.w );
-		qm.x = 0.5 * ( qa.x + qm.x );
-		qm.y = 0.5 * ( qa.y + qm.y );
-		qm.z = 0.5 * ( qa.z + qm.z );
-
-		return qm;
-
-	}
-
-	var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta;
-	var ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
-
-	qm.w = ( qa.w * ratioA + qm.w * ratioB );
-	qm.x = ( qa.x * ratioA + qm.x * ratioB );
-	qm.y = ( qa.y * ratioA + qm.y * ratioB );
-	qm.z = ( qa.z * ratioA + qm.z * ratioB );
-
-	return qm;
-
-}
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Vertex = function ( v ) {
-
-	console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
-	return v;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
-
-	this.a = a;
-	this.b = b;
-	this.c = c;
-
-	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
-	this.vertexNormals = normal instanceof Array ? normal : [ ];
-
-	this.color = color instanceof THREE.Color ? color : new THREE.Color();
-	this.vertexColors = color instanceof Array ? color : [];
-
-	this.vertexTangents = [];
-
-	this.materialIndex = materialIndex;
-
-	this.centroid = new THREE.Vector3();
-
-};
-
-THREE.Face3.prototype = {
-
-	constructor: THREE.Face3,
-
-	clone: function () {
-
-		var face = new THREE.Face3( this.a, this.b, this.c );
-
-		face.normal.copy( this.normal );
-		face.color.copy( this.color );
-		face.centroid.copy( this.centroid );
-
-		face.materialIndex = this.materialIndex;
-
-		var i, il;
-		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
-		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
-		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
-
-		return face;
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
-
-	this.a = a;
-	this.b = b;
-	this.c = c;
-	this.d = d;
-
-	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
-	this.vertexNormals = normal instanceof Array ? normal : [ ];
-
-	this.color = color instanceof THREE.Color ? color : new THREE.Color();
-	this.vertexColors = color instanceof Array ? color : [];
-
-	this.vertexTangents = [];
-
-	this.materialIndex = materialIndex;
-
-	this.centroid = new THREE.Vector3();
-
-};
-
-THREE.Face4.prototype = {
-
-	constructor: THREE.Face4,
-
-	clone: function () {
-
-		var face = new THREE.Face4( this.a, this.b, this.c, this.d );
-
-		face.normal.copy( this.normal );
-		face.color.copy( this.color );
-		face.centroid.copy( this.centroid );
-
-		face.materialIndex = this.materialIndex;
-
-		var i, il;
-		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
-		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
-		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
-
-		return face;
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.UV = function ( u, v ) {
-
-	this.u = u || 0;
-	this.v = v || 0;
-
-};
-
-THREE.UV.prototype = {
-
-	constructor: THREE.UV,
-
-	set: function ( u, v ) {
-
-		this.u = u;
-		this.v = v;
-
-		return this;
-
-	},
-
-	copy: function ( uv ) {
-
-		this.u = uv.u;
-		this.v = uv.v;
-
-		return this;
-
-	},
-
-	lerpSelf: function ( uv, alpha ) {
-
-		this.u += ( uv.u - this.u ) * alpha;
-		this.v += ( uv.v - this.v ) * alpha;
-
-		return this;
-
-	},
-
-	clone: function () {
-
-		return new THREE.UV( this.u, this.v );
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.Geometry = function () {
-
-	THREE.GeometryLibrary.push( this );
-
-	this.id = THREE.GeometryIdCount ++;
-
-	this.name = '';
-
-	this.vertices = [];
-	this.colors = [];  // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
-	this.normals = []; // one-to-one vertex normals, used in Ribbon
-
-	this.faces = [];
-
-	this.faceUvs = [[]];
-	this.faceVertexUvs = [[]];
-
-	this.morphTargets = [];
-	this.morphColors = [];
-	this.morphNormals = [];
-
-	this.skinWeights = [];
-	this.skinIndices = [];
-
-	this.lineDistances = [];
-
-	this.boundingBox = null;
-	this.boundingSphere = null;
-
-	this.hasTangents = false;
-
-	this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
-
-	// update flags
-
-	this.verticesNeedUpdate = false;
-	this.elementsNeedUpdate = false;
-	this.uvsNeedUpdate = false;
-	this.normalsNeedUpdate = false;
-	this.tangentsNeedUpdate = false;
-	this.colorsNeedUpdate = false;
-	this.lineDistancesNeedUpdate = false;
-
-	this.buffersNeedUpdate = false;
-
-};
-
-THREE.Geometry.prototype = {
-
-	constructor : THREE.Geometry,
-
-	applyMatrix: function ( matrix ) {
-
-		var normalMatrix = new THREE.Matrix3();
-
-		normalMatrix.getInverse( matrix ).transpose();
-
-		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
-
-			var vertex = this.vertices[ i ];
-
-			matrix.multiplyVector3( vertex );
-
-		}
-
-		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
-
-			var face = this.faces[ i ];
-
-			normalMatrix.multiplyVector3( face.normal ).normalize();
-
-			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
-				normalMatrix.multiplyVector3( face.vertexNormals[ j ] ).normalize();
-
-			}
-
-			matrix.multiplyVector3( face.centroid );
-
-		}
-
-	},
-
-	computeCentroids: function () {
-
-		var f, fl, face;
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-			face.centroid.set( 0, 0, 0 );
-
-			if ( face instanceof THREE.Face3 ) {
-
-				face.centroid.addSelf( this.vertices[ face.a ] );
-				face.centroid.addSelf( this.vertices[ face.b ] );
-				face.centroid.addSelf( this.vertices[ face.c ] );
-				face.centroid.divideScalar( 3 );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				face.centroid.addSelf( this.vertices[ face.a ] );
-				face.centroid.addSelf( this.vertices[ face.b ] );
-				face.centroid.addSelf( this.vertices[ face.c ] );
-				face.centroid.addSelf( this.vertices[ face.d ] );
-				face.centroid.divideScalar( 4 );
-
-			}
-
-		}
-
-	},
-
-	computeFaceNormals: function () {
-
-		var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
-		cb = new THREE.Vector3(), ab = new THREE.Vector3();
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			vA = this.vertices[ face.a ];
-			vB = this.vertices[ face.b ];
-			vC = this.vertices[ face.c ];
-
-			cb.sub( vC, vB );
-			ab.sub( vA, vB );
-			cb.crossSelf( ab );
-
-			cb.normalize();
-
-			face.normal.copy( cb );
-
-		}
-
-	},
-
-	computeVertexNormals: function ( areaWeighted ) {
-
-		var v, vl, f, fl, face, vertices;
-
-		// create internal buffers for reuse when calling this method repeatedly
-		// (otherwise memory allocation / deallocation every frame is big resource hog)
-
-		if ( this.__tmpVertices === undefined ) {
-
-			this.__tmpVertices = new Array( this.vertices.length );
-			vertices = this.__tmpVertices;
-
-			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-				vertices[ v ] = new THREE.Vector3();
-
-			}
-
-			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-				face = this.faces[ f ];
-
-				if ( face instanceof THREE.Face3 ) {
-
-					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
-
-				} else if ( face instanceof THREE.Face4 ) {
-
-					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
-
-				}
-
-			}
-
-		} else {
-
-			vertices = this.__tmpVertices;
-
-			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-				vertices[ v ].set( 0, 0, 0 );
-
-			}
-
-		}
-
-		if ( areaWeighted ) {
-
-			// vertex normals weighted by triangle areas
-			// http://www.iquilezles.org/www/articles/normals/normals.htm
-
-			var vA, vB, vC, vD;
-			var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
-				db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
-
-			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-				face = this.faces[ f ];
-
-				if ( face instanceof THREE.Face3 ) {
-
-					vA = this.vertices[ face.a ];
-					vB = this.vertices[ face.b ];
-					vC = this.vertices[ face.c ];
-
-					cb.sub( vC, vB );
-					ab.sub( vA, vB );
-					cb.crossSelf( ab );
-
-					vertices[ face.a ].addSelf( cb );
-					vertices[ face.b ].addSelf( cb );
-					vertices[ face.c ].addSelf( cb );
-
-				} else if ( face instanceof THREE.Face4 ) {
-
-					vA = this.vertices[ face.a ];
-					vB = this.vertices[ face.b ];
-					vC = this.vertices[ face.c ];
-					vD = this.vertices[ face.d ];
-
-					// abd
-
-					db.sub( vD, vB );
-					ab.sub( vA, vB );
-					db.crossSelf( ab );
-
-					vertices[ face.a ].addSelf( db );
-					vertices[ face.b ].addSelf( db );
-					vertices[ face.d ].addSelf( db );
-
-					// bcd
-
-					dc.sub( vD, vC );
-					bc.sub( vB, vC );
-					dc.crossSelf( bc );
-
-					vertices[ face.b ].addSelf( dc );
-					vertices[ face.c ].addSelf( dc );
-					vertices[ face.d ].addSelf( dc );
-
-				}
-
-			}
-
-		} else {
-
-			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-				face = this.faces[ f ];
-
-				if ( face instanceof THREE.Face3 ) {
-
-					vertices[ face.a ].addSelf( face.normal );
-					vertices[ face.b ].addSelf( face.normal );
-					vertices[ face.c ].addSelf( face.normal );
-
-				} else if ( face instanceof THREE.Face4 ) {
-
-					vertices[ face.a ].addSelf( face.normal );
-					vertices[ face.b ].addSelf( face.normal );
-					vertices[ face.c ].addSelf( face.normal );
-					vertices[ face.d ].addSelf( face.normal );
-
-				}
-
-			}
-
-		}
-
-		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-			vertices[ v ].normalize();
-
-		}
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			if ( face instanceof THREE.Face3 ) {
-
-				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
-				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
-				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
-				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
-				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
-				face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
-
-			}
-
-		}
-
-	},
-
-	computeMorphNormals: function () {
-
-		var i, il, f, fl, face;
-
-		// save original normals
-		// - create temp variables on first access
-		//   otherwise just copy (for faster repeated calls)
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			if ( ! face.__originalFaceNormal ) {
-
-				face.__originalFaceNormal = face.normal.clone();
-
-			} else {
-
-				face.__originalFaceNormal.copy( face.normal );
-
-			}
-
-			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
-
-			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
-
-				if ( ! face.__originalVertexNormals[ i ] ) {
-
-					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
-
-				} else {
-
-					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
-
-				}
-
-			}
-
-		}
-
-		// use temp geometry to compute face and vertex normals for each morph
-
-		var tmpGeo = new THREE.Geometry();
-		tmpGeo.faces = this.faces;
-
-		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
-
-			// create on first access
-
-			if ( ! this.morphNormals[ i ] ) {
-
-				this.morphNormals[ i ] = {};
-				this.morphNormals[ i ].faceNormals = [];
-				this.morphNormals[ i ].vertexNormals = [];
-
-				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
-				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
-
-				var faceNormal, vertexNormals;
-
-				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-					face = this.faces[ f ];
-
-					faceNormal = new THREE.Vector3();
-
-					if ( face instanceof THREE.Face3 ) {
-
-						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
-
-					} else {
-
-						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
-
-					}
-
-					dstNormalsFace.push( faceNormal );
-					dstNormalsVertex.push( vertexNormals );
-
-				}
-
-			}
-
-			var morphNormals = this.morphNormals[ i ];
-
-			// set vertices to morph target
-
-			tmpGeo.vertices = this.morphTargets[ i ].vertices;
-
-			// compute morph normals
-
-			tmpGeo.computeFaceNormals();
-			tmpGeo.computeVertexNormals();
-
-			// store morph normals
-
-			var faceNormal, vertexNormals;
-
-			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-				face = this.faces[ f ];
-
-				faceNormal = morphNormals.faceNormals[ f ];
-				vertexNormals = morphNormals.vertexNormals[ f ];
-
-				faceNormal.copy( face.normal );
-
-				if ( face instanceof THREE.Face3 ) {
-
-					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
-					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
-					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
-
-				} else {
-
-					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
-					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
-					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
-					vertexNormals.d.copy( face.vertexNormals[ 3 ] );
-
-				}
-
-			}
-
-		}
-
-		// restore original normals
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			face.normal = face.__originalFaceNormal;
-			face.vertexNormals = face.__originalVertexNormals;
-
-		}
-
-	},
-
-	computeTangents: function () {
-
-		// based on http://www.terathon.com/code/tangent.html
-		// tangents go to vertices
-
-		var f, fl, v, vl, i, il, vertexIndex,
-			face, uv, vA, vB, vC, uvA, uvB, uvC,
-			x1, x2, y1, y2, z1, z2,
-			s1, s2, t1, t2, r, t, test,
-			tan1 = [], tan2 = [],
-			sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
-			tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
-			n = new THREE.Vector3(), w;
-
-		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-			tan1[ v ] = new THREE.Vector3();
-			tan2[ v ] = new THREE.Vector3();
-
-		}
-
-		function handleTriangle( context, a, b, c, ua, ub, uc ) {
-
-			vA = context.vertices[ a ];
-			vB = context.vertices[ b ];
-			vC = context.vertices[ c ];
-
-			uvA = uv[ ua ];
-			uvB = uv[ ub ];
-			uvC = uv[ uc ];
-
-			x1 = vB.x - vA.x;
-			x2 = vC.x - vA.x;
-			y1 = vB.y - vA.y;
-			y2 = vC.y - vA.y;
-			z1 = vB.z - vA.z;
-			z2 = vC.z - vA.z;
-
-			s1 = uvB.u - uvA.u;
-			s2 = uvC.u - uvA.u;
-			t1 = uvB.v - uvA.v;
-			t2 = uvC.v - uvA.v;
-
-			r = 1.0 / ( s1 * t2 - s2 * t1 );
-			sdir.set( ( t2 * x1 - t1 * x2 ) * r,
-					  ( t2 * y1 - t1 * y2 ) * r,
-					  ( t2 * z1 - t1 * z2 ) * r );
-			tdir.set( ( s1 * x2 - s2 * x1 ) * r,
-					  ( s1 * y2 - s2 * y1 ) * r,
-					  ( s1 * z2 - s2 * z1 ) * r );
-
-			tan1[ a ].addSelf( sdir );
-			tan1[ b ].addSelf( sdir );
-			tan1[ c ].addSelf( sdir );
-
-			tan2[ a ].addSelf( tdir );
-			tan2[ b ].addSelf( tdir );
-			tan2[ c ].addSelf( tdir );
-
-		}
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-			uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
-
-			if ( face instanceof THREE.Face3 ) {
-
-				handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
-				handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
-
-			}
-
-		}
-
-		var faceIndex = [ 'a', 'b', 'c', 'd' ];
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			for ( i = 0; i < face.vertexNormals.length; i++ ) {
-
-				n.copy( face.vertexNormals[ i ] );
-
-				vertexIndex = face[ faceIndex[ i ] ];
-
-				t = tan1[ vertexIndex ];
-
-				// Gram-Schmidt orthogonalize
-
-				tmp.copy( t );
-				tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
-				// Calculate handedness
-
-				tmp2.cross( face.vertexNormals[ i ], t );
-				test = tmp2.dot( tan2[ vertexIndex ] );
-				w = (test < 0.0) ? -1.0 : 1.0;
-
-				face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
-
-			}
-
-		}
-
-		this.hasTangents = true;
-
-	},
-
-	computeLineDistances: function ( ) {
-
-		var d = 0;
-		var vertices = this.vertices;
-
-		for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
-			if ( i > 0 ) {
-
-				d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
-
-			}
-
-			this.lineDistances[ i ] = d;
-
-		}
-
-	},
-
-	computeBoundingBox: function () {
-
-		if ( ! this.boundingBox ) {
-
-			this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() };
-
-		}
-
-		if ( this.vertices.length > 0 ) {
-
-			var position, firstPosition = this.vertices[ 0 ];
-
-			this.boundingBox.min.copy( firstPosition );
-			this.boundingBox.max.copy( firstPosition );
-
-			var min = this.boundingBox.min,
-				max = this.boundingBox.max;
-
-			for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) {
-
-				position = this.vertices[ v ];
-
-				if ( position.x < min.x ) {
-
-					min.x = position.x;
-
-				} else if ( position.x > max.x ) {
-
-					max.x = position.x;
-
-				}
-
-				if ( position.y < min.y ) {
-
-					min.y = position.y;
-
-				} else if ( position.y > max.y ) {
-
-					max.y = position.y;
-
-				}
-
-				if ( position.z < min.z ) {
-
-					min.z = position.z;
-
-				} else if ( position.z > max.z ) {
-
-					max.z = position.z;
-
-				}
-
-			}
-
-		} else {
-
-			this.boundingBox.min.set( 0, 0, 0 );
-			this.boundingBox.max.set( 0, 0, 0 );
-
-		}
-
-	},
-
-	computeBoundingSphere: function () {
-
-		var maxRadiusSq = 0;
-
-		if ( this.boundingSphere === null ) this.boundingSphere = { radius: 0 };
-
-		for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
-
-			var radiusSq = this.vertices[ i ].lengthSq();
-			if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
-
-		}
-
-		this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
-
-	},
-
-	/*
-	 * Checks for duplicate vertices with hashmap.
-	 * Duplicated vertices are removed
-	 * and faces' vertices are updated.
-	 */
-
-	mergeVertices: function () {
-
-		var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
-		var unique = [], changes = [];
-
-		var v, key;
-		var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
-		var precision = Math.pow( 10, precisionPoints );
-		var i,il, face;
-		var abcd = 'abcd', o, k, j, jl, u;
-
-		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
-
-			v = this.vertices[ i ];
-			key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
-
-			if ( verticesMap[ key ] === undefined ) {
-
-				verticesMap[ key ] = i;
-				unique.push( this.vertices[ i ] );
-				changes[ i ] = unique.length - 1;
-
-			} else {
-
-				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
-				changes[ i ] = changes[ verticesMap[ key ] ];
-
-			}
-
-		};
-
-
-		// Start to patch face indices
-
-		for( i = 0, il = this.faces.length; i < il; i ++ ) {
-
-			face = this.faces[ i ];
-
-			if ( face instanceof THREE.Face3 ) {
-
-				face.a = changes[ face.a ];
-				face.b = changes[ face.b ];
-				face.c = changes[ face.c ];
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				face.a = changes[ face.a ];
-				face.b = changes[ face.b ];
-				face.c = changes[ face.c ];
-				face.d = changes[ face.d ];
-
-				// check dups in (a, b, c, d) and convert to -> face3
-
-				o = [ face.a, face.b, face.c, face.d ];
-
-				for ( k = 3; k > 0; k -- ) {
-
-					if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) {
-
-						// console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k);
-
-						o.splice( k, 1 );
-
-						this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex );
-
-						for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
-
-							u = this.faceVertexUvs[ j ][ i ];
-							if ( u ) u.splice( k, 1 );
-
-						}
-
-						this.faces[ i ].vertexColors = face.vertexColors;
-
-						break;
-					}
-
-				}
-
-			}
-
-		}
-
-		// Use unique set of vertices
-
-		var diff = this.vertices.length - unique.length;
-		this.vertices = unique;
-		return diff;
-
-	},
-
-	clone: function () {
-
-		// TODO
-
-	},
-
-	deallocate: function () {
-
-		var index = THREE.GeometryLibrary.indexOf( this );
-		if ( index !== -1 ) THREE.GeometryLibrary.splice( index, 1 );
-
-	}
-
-};
-
-THREE.GeometryIdCount = 0;
-THREE.GeometryLibrary = [];
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.BufferGeometry = function () {
-
-	THREE.GeometryLibrary.push( this );
-
-	this.id = THREE.GeometryIdCount ++;
-
-	// attributes
-
-	this.attributes = {};
-
-	// attributes typed arrays are kept only if dynamic flag is set
-
-	this.dynamic = false;
-
-	// boundings
-
-	this.boundingBox = null;
-	this.boundingSphere = null;
-
-	this.hasTangents = false;
-
-	// for compatibility
-
-	this.morphTargets = [];
-
-};
-
-THREE.BufferGeometry.prototype = {
-
-	constructor : THREE.BufferGeometry,
-
-	applyMatrix: function ( matrix ) {
-
-		var positionArray;
-		var normalArray;
-
-		if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
-		if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
-
-		if ( positionArray !== undefined ) {
-
-			matrix.multiplyVector3Array( positionArray );
-			this.verticesNeedUpdate = true;
-
-		}
-
-		if ( normalArray !== undefined ) {
-
-			var normalMatrix = new THREE.Matrix3();
-			normalMatrix.getInverse( matrix ).transpose();
-
-			normalMatrix.multiplyVector3Array( normalArray );
-
-			this.normalizeNormals();
-
-			this.normalsNeedUpdate = true;
-
-		}
-
-	},
-
-	computeBoundingBox: function () {
-
-		if ( ! this.boundingBox ) {
-
-			this.boundingBox = {
-
-				min: new THREE.Vector3( Infinity, Infinity, Infinity ),
-				max: new THREE.Vector3( -Infinity, -Infinity, -Infinity )
-
-			};
-
-		}
-
-		var positions = this.attributes[ "position" ].array;
-
-		if ( positions ) {
-
-			var bb = this.boundingBox;
-			var x, y, z;
-
-			for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
-				x = positions[ i ];
-				y = positions[ i + 1 ];
-				z = positions[ i + 2 ];
-
-				// bounding box
-
-				if ( x < bb.min.x ) {
-
-					bb.min.x = x;
-
-				} else if ( x > bb.max.x ) {
-
-					bb.max.x = x;
-
-				}
-
-				if ( y < bb.min.y ) {
-
-					bb.min.y = y;
-
-				} else if ( y > bb.max.y ) {
-
-					bb.max.y = y;
-
-				}
-
-				if ( z < bb.min.z ) {
-
-					bb.min.z = z;
-
-				} else if ( z > bb.max.z ) {
-
-					bb.max.z = z;
-
-				}
-
-			}
-
-		}
-
-		if ( positions === undefined || positions.length === 0 ) {
-
-			this.boundingBox.min.set( 0, 0, 0 );
-			this.boundingBox.max.set( 0, 0, 0 );
-
-		}
-
-	},
-
-	computeBoundingSphere: function () {
-
-		if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 };
-
-		var positions = this.attributes[ "position" ].array;
-
-		if ( positions ) {
-
-			var radiusSq, maxRadiusSq = 0;
-			var x, y, z;
-
-			for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
-				x = positions[ i ];
-				y = positions[ i + 1 ];
-				z = positions[ i + 2 ];
-
-				radiusSq =  x * x + y * y + z * z;
-				if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
-
-			}
-
-			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
-
-		}
-
-	},
-
-	computeVertexNormals: function () {
-
-		if ( this.attributes[ "position" ] && this.attributes[ "index" ] ) {
-
-			var i, il;
-			var j, jl;
-
-			var nVertexElements = this.attributes[ "position" ].array.length;
-
-			if ( this.attributes[ "normal" ] === undefined ) {
-
-				this.attributes[ "normal" ] = {
-
-					itemSize: 3,
-					array: new Float32Array( nVertexElements ),
-					numItems: nVertexElements
-
-				};
-
-			} else {
-
-				// reset existing normals to zero
-
-				for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
-
-					this.attributes[ "normal" ].array[ i ] = 0;
-
-				}
-
-			}
-
-			var offsets = this.offsets;
-
-			var indices = this.attributes[ "index" ].array;
-			var positions = this.attributes[ "position" ].array;
-			var normals = this.attributes[ "normal" ].array;
-
-			var vA, vB, vC, x, y, z,
-
-			pA = new THREE.Vector3(),
-			pB = new THREE.Vector3(),
-			pC = new THREE.Vector3(),
-
-			cb = new THREE.Vector3(),
-			ab = new THREE.Vector3();
-
-			for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
-
-				var start = offsets[ j ].start;
-				var count = offsets[ j ].count;
-				var index = offsets[ j ].index;
-
-				for ( i = start, il = start + count; i < il; i += 3 ) {
-
-					vA = index + indices[ i ];
-					vB = index + indices[ i + 1 ];
-					vC = index + indices[ i + 2 ];
-
-					x = positions[ vA * 3 ];
-					y = positions[ vA * 3 + 1 ];
-					z = positions[ vA * 3 + 2 ];
-					pA.set( x, y, z );
-
-					x = positions[ vB * 3 ];
-					y = positions[ vB * 3 + 1 ];
-					z = positions[ vB * 3 + 2 ];
-					pB.set( x, y, z );
-
-					x = positions[ vC * 3 ];
-					y = positions[ vC * 3 + 1 ];
-					z = positions[ vC * 3 + 2 ];
-					pC.set( x, y, z );
-
-					cb.sub( pC, pB );
-					ab.sub( pA, pB );
-					cb.crossSelf( ab );
-
-					normals[ vA * 3 ] 	  += cb.x;
-					normals[ vA * 3 + 1 ] += cb.y;
-					normals[ vA * 3 + 2 ] += cb.z;
-
-					normals[ vB * 3 ] 	  += cb.x;
-					normals[ vB * 3 + 1 ] += cb.y;
-					normals[ vB * 3 + 2 ] += cb.z;
-
-					normals[ vC * 3 ] 	  += cb.x;
-					normals[ vC * 3 + 1 ] += cb.y;
-					normals[ vC * 3 + 2 ] += cb.z;
-
-				}
-
-			}
-
-			this.normalizeNormals();
-
-			this.normalsNeedUpdate = true;
-
-		}
-
-	},
-
-	normalizeNormals: function () {
-
-		var normals = this.attributes[ "normal" ].array;
-
-		var x, y, z, n;
-
-		for ( var i = 0, il = normals.length; i < il; i += 3 ) {
-
-			x = normals[ i ];
-			y = normals[ i + 1 ];
-			z = normals[ i + 2 ];
-
-			n = 1.0 / Math.sqrt( x * x + y * y + z * z );
-
-			normals[ i ] 	 *= n;
-			normals[ i + 1 ] *= n;
-			normals[ i + 2 ] *= n;
-
-		}
-
-	},
-
-	computeTangents: function () {
-
-		// based on http://www.terathon.com/code/tangent.html
-		// (per vertex tangents)
-
-		if ( this.attributes[ "index" ] === undefined ||
-			 this.attributes[ "position" ] === undefined ||
-			 this.attributes[ "normal" ] === undefined ||
-			 this.attributes[ "uv" ] === undefined ) {
-
-			console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
-			return;
-
-		}
-
-		var indices = this.attributes[ "index" ].array;
-		var positions = this.attributes[ "position" ].array;
-		var normals = this.attributes[ "normal" ].array;
-		var uvs = this.attributes[ "uv" ].array;
-
-		var nVertices = positions.length / 3;
-
-		if ( this.attributes[ "tangent" ] === undefined ) {
-
-			var nTangentElements = 4 * nVertices;
-
-			this.attributes[ "tangent" ] = {
-
-				itemSize: 4,
-				array: new Float32Array( nTangentElements ),
-				numItems: nTangentElements
-
-			};
-
-		}
-
-		var tangents = this.attributes[ "tangent" ].array;
-
-		var tan1 = [], tan2 = [];
-
-		for ( var k = 0; k < nVertices; k ++ ) {
-
-			tan1[ k ] = new THREE.Vector3();
-			tan2[ k ] = new THREE.Vector3();
-
-		}
-
-		var xA, yA, zA,
-			xB, yB, zB,
-			xC, yC, zC,
-
-			uA, vA,
-			uB, vB,
-			uC, vC,
-
-			x1, x2, y1, y2, z1, z2,
-			s1, s2, t1, t2, r;
-
-		var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
-
-		function handleTriangle( a, b, c ) {
-
-			xA = positions[ a * 3 ];
-			yA = positions[ a * 3 + 1 ];
-			zA = positions[ a * 3 + 2 ];
-
-			xB = positions[ b * 3 ];
-			yB = positions[ b * 3 + 1 ];
-			zB = positions[ b * 3 + 2 ];
-
-			xC = positions[ c * 3 ];
-			yC = positions[ c * 3 + 1 ];
-			zC = positions[ c * 3 + 2 ];
-
-			uA = uvs[ a * 2 ];
-			vA = uvs[ a * 2 + 1 ];
-
-			uB = uvs[ b * 2 ];
-			vB = uvs[ b * 2 + 1 ];
-
-			uC = uvs[ c * 2 ];
-			vC = uvs[ c * 2 + 1 ];
-
-			x1 = xB - xA;
-			x2 = xC - xA;
-
-			y1 = yB - yA;
-			y2 = yC - yA;
-
-			z1 = zB - zA;
-			z2 = zC - zA;
-
-			s1 = uB - uA;
-			s2 = uC - uA;
-
-			t1 = vB - vA;
-			t2 = vC - vA;
-
-			r = 1.0 / ( s1 * t2 - s2 * t1 );
-
-			sdir.set(
-				( t2 * x1 - t1 * x2 ) * r,
-				( t2 * y1 - t1 * y2 ) * r,
-				( t2 * z1 - t1 * z2 ) * r
-			);
-
-			tdir.set(
-				( s1 * x2 - s2 * x1 ) * r,
-				( s1 * y2 - s2 * y1 ) * r,
-				( s1 * z2 - s2 * z1 ) * r
-			);
-
-			tan1[ a ].addSelf( sdir );
-			tan1[ b ].addSelf( sdir );
-			tan1[ c ].addSelf( sdir );
-
-			tan2[ a ].addSelf( tdir );
-			tan2[ b ].addSelf( tdir );
-			tan2[ c ].addSelf( tdir );
-
-		}
-
-		var i, il;
-		var j, jl;
-		var iA, iB, iC;
-
-		var offsets = this.offsets;
-
-		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
-
-			var start = offsets[ j ].start;
-			var count = offsets[ j ].count;
-			var index = offsets[ j ].index;
-
-			for ( i = start, il = start + count; i < il; i += 3 ) {
-
-				iA = index + indices[ i ];
-				iB = index + indices[ i + 1 ];
-				iC = index + indices[ i + 2 ];
-
-				handleTriangle( iA, iB, iC );
-
-			}
-
-		}
-
-		var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
-		var n = new THREE.Vector3(), n2 = new THREE.Vector3();
-		var w, t, test;
-		var nx, ny, nz;
-
-		function handleVertex( v ) {
-
-			n.x = normals[ v * 3 ];
-			n.y = normals[ v * 3 + 1 ];
-			n.z = normals[ v * 3 + 2 ];
-
-			n2.copy( n );
-
-			t = tan1[ v ];
-
-			// Gram-Schmidt orthogonalize
-
-			tmp.copy( t );
-			tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
-			// Calculate handedness
-
-			tmp2.cross( n2, t );
-			test = tmp2.dot( tan2[ v ] );
-			w = ( test < 0.0 ) ? -1.0 : 1.0;
-
-			tangents[ v * 4 ] 	  = tmp.x;
-			tangents[ v * 4 + 1 ] = tmp.y;
-			tangents[ v * 4 + 2 ] = tmp.z;
-			tangents[ v * 4 + 3 ] = w;
-
-		}
-
-		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
-
-			var start = offsets[ j ].start;
-			var count = offsets[ j ].count;
-			var index = offsets[ j ].index;
-
-			for ( i = start, il = start + count; i < il; i += 3 ) {
-
-				iA = index + indices[ i ];
-				iB = index + indices[ i + 1 ];
-				iC = index + indices[ i + 2 ];
-
-				handleVertex( iA );
-				handleVertex( iB );
-				handleVertex( iC );
-
-			}
-
-		}
-
-		this.hasTangents = true;
-		this.tangentsNeedUpdate = true;
-
-	},
-
-	deallocate: function () {
-
-		var index = THREE.GeometryLibrary.indexOf( this );
-		if ( index !== -1 ) THREE.GeometryLibrary.splice( index, 1 );
-
-	}
-
-};
-
-/**
- * Spline from Tween.js, slightly optimized (and trashed)
- * http://sole.github.com/tween.js/examples/05_spline.html
- *
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Spline = function ( points ) {
-
-	this.points = points;
-
-	var c = [], v3 = { x: 0, y: 0, z: 0 },
-	point, intPoint, weight, w2, w3,
-	pa, pb, pc, pd;
-
-	this.initFromArray = function( a ) {
-
-		this.points = [];
-
-		for ( var i = 0; i < a.length; i++ ) {
-
-			this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
-
-		}
-
-	};
-
-	this.getPoint = function ( k ) {
-
-		point = ( this.points.length - 1 ) * k;
-		intPoint = Math.floor( point );
-		weight = point - intPoint;
-
-		c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
-		c[ 1 ] = intPoint;
-		c[ 2 ] = intPoint  > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
-		c[ 3 ] = intPoint  > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
-
-		pa = this.points[ c[ 0 ] ];
-		pb = this.points[ c[ 1 ] ];
-		pc = this.points[ c[ 2 ] ];
-		pd = this.points[ c[ 3 ] ];
-
-		w2 = weight * weight;
-		w3 = weight * w2;
-
-		v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
-		v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
-		v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
-
-		return v3;
-
-	};
-
-	this.getControlPointsArray = function () {
-
-		var i, p, l = this.points.length,
-			coords = [];
-
-		for ( i = 0; i < l; i ++ ) {
-
-			p = this.points[ i ];
-			coords[ i ] = [ p.x, p.y, p.z ];
-
-		}
-
-		return coords;
-
-	};
-
-	// approximate length by summing linear segments
-
-	this.getLength = function ( nSubDivisions ) {
-
-		var i, index, nSamples, position,
-			point = 0, intPoint = 0, oldIntPoint = 0,
-			oldPosition = new THREE.Vector3(),
-			tmpVec = new THREE.Vector3(),
-			chunkLengths = [],
-			totalLength = 0;
-
-		// first point has 0 length
-
-		chunkLengths[ 0 ] = 0;
-
-		if ( !nSubDivisions ) nSubDivisions = 100;
-
-		nSamples = this.points.length * nSubDivisions;
-
-		oldPosition.copy( this.points[ 0 ] );
-
-		for ( i = 1; i < nSamples; i ++ ) {
-
-			index = i / nSamples;
-
-			position = this.getPoint( index );
-			tmpVec.copy( position );
-
-			totalLength += tmpVec.distanceTo( oldPosition );
-
-			oldPosition.copy( position );
-
-			point = ( this.points.length - 1 ) * index;
-			intPoint = Math.floor( point );
-
-			if ( intPoint != oldIntPoint ) {
-
-				chunkLengths[ intPoint ] = totalLength;
-				oldIntPoint = intPoint;
-
-			}
-
-		}
-
-		// last point ends with total length
-
-		chunkLengths[ chunkLengths.length ] = totalLength;
-
-		return { chunks: chunkLengths, total: totalLength };
-
-	};
-
-	this.reparametrizeByArcLength = function ( samplingCoef ) {
-
-		var i, j,
-			index, indexCurrent, indexNext,
-			linearDistance, realDistance,
-			sampling, position,
-			newpoints = [],
-			tmpVec = new THREE.Vector3(),
-			sl = this.getLength();
-
-		newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
-
-		for ( i = 1; i < this.points.length; i++ ) {
-
-			//tmpVec.copy( this.points[ i - 1 ] );
-			//linearDistance = tmpVec.distanceTo( this.points[ i ] );
-
-			realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
-
-			sampling = Math.ceil( samplingCoef * realDistance / sl.total );
-
-			indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
-			indexNext = i / ( this.points.length - 1 );
-
-			for ( j = 1; j < sampling - 1; j++ ) {
-
-				index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
-
-				position = this.getPoint( index );
-				newpoints.push( tmpVec.copy( position ).clone() );
-
-			}
-
-			newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
-
-		}
-
-		this.points = newpoints;
-
-	};
-
-	// Catmull-Rom
-
-	function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
-
-		var v0 = ( p2 - p0 ) * 0.5,
-			v1 = ( p3 - p1 ) * 0.5;
-
-		return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
-	};
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.Camera = function () {
-
-	THREE.Object3D.call( this );
-
-	this.matrixWorldInverse = new THREE.Matrix4();
-
-	this.projectionMatrix = new THREE.Matrix4();
-	this.projectionMatrixInverse = new THREE.Matrix4();
-
-};
-
-THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Camera.prototype.lookAt = function ( vector ) {
-
-	// TODO: Add hierarchy support.
-
-	this.matrix.lookAt( this.position, vector, this.up );
-
-	if ( this.rotationAutoUpdate === true ) {
-
-		if ( this.useQuaternion === false )  {
-
-			this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
-
-		} else {
-
-			this.quaternion.copy( this.matrix.decompose()[ 1 ] );
-
-		}
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
-
-	THREE.Camera.call( this );
-
-	this.left = left;
-	this.right = right;
-	this.top = top;
-	this.bottom = bottom;
-
-	this.near = ( near !== undefined ) ? near : 0.1;
-	this.far = ( far !== undefined ) ? far : 2000;
-
-	this.updateProjectionMatrix();
-
-};
-
-THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
-
-THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
-
-	this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
-
-	THREE.Camera.call( this );
-
-	this.fov = fov !== undefined ? fov : 50;
-	this.aspect = aspect !== undefined ? aspect : 1;
-	this.near = near !== undefined ? near : 0.1;
-	this.far = far !== undefined ? far : 2000;
-
-	this.updateProjectionMatrix();
-
-};
-
-THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
-
-
-/**
- * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (fullframe) camera is used if frame size is not specified;
- * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
- */
-
-THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
-
-	if ( frameHeight === undefined ) frameHeight = 24;
-
-	this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
-	this.updateProjectionMatrix();
-
-}
-
-
-/**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- *   +---+---+---+
- *   | A | B | C |
- *   +---+---+---+
- *   | D | E | F |
- *   +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- *   var w = 1920;
- *   var h = 1080;
- *   var fullWidth = w * 3;
- *   var fullHeight = h * 2;
- *
- *   --A--
- *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- *   --B--
- *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- *   --C--
- *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- *   --D--
- *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- *   --E--
- *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- *   --F--
- *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- *   Note there is no reason monitors have to be the same size or in a grid.
- */
-
-THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
-
-	this.fullWidth = fullWidth;
-	this.fullHeight = fullHeight;
-	this.x = x;
-	this.y = y;
-	this.width = width;
-	this.height = height;
-
-	this.updateProjectionMatrix();
-
-};
-
-
-THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
-
-	if ( this.fullWidth ) {
-
-		var aspect = this.fullWidth / this.fullHeight;
-		var top = Math.tan( this.fov * Math.PI / 360 ) * this.near;
-		var bottom = -top;
-		var left = aspect * bottom;
-		var right = aspect * top;
-		var width = Math.abs( right - left );
-		var height = Math.abs( top - bottom );
-
-		this.projectionMatrix.makeFrustum(
-			left + this.x * width / this.fullWidth,
-			left + ( this.x + this.width ) * width / this.fullWidth,
-			top - ( this.y + this.height ) * height / this.fullHeight,
-			top - this.y * height / this.fullHeight,
-			this.near,
-			this.far
-		);
-
-	} else {
-
-		this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- 
-THREE.Light = function ( hex ) {
-
-	THREE.Object3D.call( this );
-
-	this.color = new THREE.Color( hex );
-
-};
-
-THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AmbientLight = function ( hex ) {
-
-	THREE.Light.call( this, hex );
-
-};
-
-THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DirectionalLight = function ( hex, intensity ) {
-
-	THREE.Light.call( this, hex );
-
-	this.position = new THREE.Vector3( 0, 1, 0 );
-	this.target = new THREE.Object3D();
-
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
-	this.castShadow = false;
-	this.onlyShadow = false;
-
-	//
-
-	this.shadowCameraNear = 50;
-	this.shadowCameraFar = 5000;
-
-	this.shadowCameraLeft = -500;
-	this.shadowCameraRight = 500;
-	this.shadowCameraTop = 500;
-	this.shadowCameraBottom = -500;
-
-	this.shadowCameraVisible = false;
-
-	this.shadowBias = 0;
-	this.shadowDarkness = 0.5;
-
-	this.shadowMapWidth = 512;
-	this.shadowMapHeight = 512;
-
-	//
-
-	this.shadowCascade = false;
-
-	this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
-	this.shadowCascadeCount = 2;
-
-	this.shadowCascadeBias = [ 0, 0, 0 ];
-	this.shadowCascadeWidth = [ 512, 512, 512 ];
-	this.shadowCascadeHeight = [ 512, 512, 512 ];
-
-	this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
-	this.shadowCascadeFarZ  = [  0.990, 0.998, 1.000 ];
-
-	this.shadowCascadeArray = [];
-
-	//
-
-	this.shadowMap = null;
-	this.shadowMapSize = null;
-	this.shadowCamera = null;
-	this.shadowMatrix = null;
-
-};
-
-THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
-
-	THREE.Light.call( this, skyColorHex );
-
-	this.groundColor = new THREE.Color( groundColorHex );
-
-	this.position = new THREE.Vector3( 0, 100, 0 );
-
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
-};
-
-THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.PointLight = function ( hex, intensity, distance ) {
-
-	THREE.Light.call( this, hex );
-
-	this.position = new THREE.Vector3( 0, 0, 0 );
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-	this.distance = ( distance !== undefined ) ? distance : 0;
-
-};
-
-THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
-
-	THREE.Light.call( this, hex );
-
-	this.position = new THREE.Vector3( 0, 1, 0 );
-	this.target = new THREE.Object3D();
-
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-	this.distance = ( distance !== undefined ) ? distance : 0;
-	this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
-	this.exponent = ( exponent !== undefined ) ? exponent : 10;
-
-	this.castShadow = false;
-	this.onlyShadow = false;
-
-	//
-
-	this.shadowCameraNear = 50;
-	this.shadowCameraFar = 5000;
-	this.shadowCameraFov = 50;
-
-	this.shadowCameraVisible = false;
-
-	this.shadowBias = 0;
-	this.shadowDarkness = 0.5;
-
-	this.shadowMapWidth = 512;
-	this.shadowMapHeight = 512;
-
-	//
-
-	this.shadowMap = null;
-	this.shadowMapSize = null;
-	this.shadowCamera = null;
-	this.shadowMatrix = null;
-
-};
-
-THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Loader = function ( showStatus ) {
-
-	this.showStatus = showStatus;
-	this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
-
-	this.onLoadStart = function () {};
-	this.onLoadProgress = function () {};
-	this.onLoadComplete = function () {};
-
-};
-
-THREE.Loader.prototype = {
-
-	constructor: THREE.Loader,
-
-	crossOrigin: 'anonymous',
-
-	addStatusElement: function () {
-
-		var e = document.createElement( "div" );
-
-		e.style.position = "absolute";
-		e.style.right = "0px";
-		e.style.top = "0px";
-		e.style.fontSize = "0.8em";
-		e.style.textAlign = "left";
-		e.style.background = "rgba(0,0,0,0.25)";
-		e.style.color = "#fff";
-		e.style.width = "120px";
-		e.style.padding = "0.5em 0.5em 0.5em 0.5em";
-		e.style.zIndex = 1000;
-
-		e.innerHTML = "Loading ...";
-
-		return e;
-
-	},
-
-	updateProgress: function ( progress ) {
-
-		var message = "Loaded ";
-
-		if ( progress.total ) {
-
-			message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
-
-
-		} else {
-
-			message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
-
-		}
-
-		this.statusDomElement.innerHTML = message;
-
-	},
-
-	extractUrlBase: function ( url ) {
-
-		var parts = url.split( '/' );
-		parts.pop();
-		return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
-
-	},
-
-	initMaterials: function ( materials, texturePath ) {
-
-		var array = [];
-
-		for ( var i = 0; i < materials.length; ++ i ) {
-
-			array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
-
-		}
-
-		return array;
-
-	},
-
-	needsTangents: function ( materials ) {
-
-		for( var i = 0, il = materials.length; i < il; i ++ ) {
-
-			var m = materials[ i ];
-
-			if ( m instanceof THREE.ShaderMaterial ) return true;
-
-		}
-
-		return false;
-
-	},
-
-	createMaterial: function ( m, texturePath ) {
-
-		var _this = this;
-
-		function is_pow2( n ) {
-
-			var l = Math.log( n ) / Math.LN2;
-			return Math.floor( l ) == l;
-
-		}
-
-		function nearest_pow2( n ) {
-
-			var l = Math.log( n ) / Math.LN2;
-			return Math.pow( 2, Math.round(  l ) );
-
-		}
-
-		function load_image( where, url ) {
-
-			var image = new Image();
-
-			image.onload = function () {
-
-				if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
-
-					var width = nearest_pow2( this.width );
-					var height = nearest_pow2( this.height );
-
-					where.image.width = width;
-					where.image.height = height;
-					where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
-
-				} else {
-
-					where.image = this;
-
-				}
-
-				where.needsUpdate = true;
-
-			};
-
-			image.crossOrigin = _this.crossOrigin;
-			image.src = url;
-
-		}
-
-		function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
-
-			var isCompressed = sourceFile.toLowerCase().endsWith( ".dds" );
-			var fullPath = texturePath + "/" + sourceFile;
-
-			if ( isCompressed ) {
-
-				var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
-
-				where[ name ] = texture;
-
-			} else {
-
-				var texture = document.createElement( 'canvas' );
-
-				where[ name ] = new THREE.Texture( texture );
-
-			}
-
-			where[ name ].sourceFile = sourceFile;
-
-			if( repeat ) {
-
-				where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
-
-				if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
-				if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
-
-			}
-
-			if ( offset ) {
-
-				where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
-
-			}
-
-			if ( wrap ) {
-
-				var wrapMap = {
-					"repeat": THREE.RepeatWrapping,
-					"mirror": THREE.MirroredRepeatWrapping
-				}
-
-				if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
-				if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
-
-			}
-
-			if ( anisotropy ) {
-
-				where[ name ].anisotropy = anisotropy;
-
-			}
-
-			if ( ! isCompressed ) {
-
-				load_image( where[ name ], fullPath );
-
-			}
-
-		}
-
-		function rgb2hex( rgb ) {
-
-			return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
-
-		}
-
-		// defaults
-
-		var mtype = "MeshLambertMaterial";
-		var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
-
-		// parameters from model file
-
-		if ( m.shading ) {
-
-			var shading = m.shading.toLowerCase();
-
-			if ( shading === "phong" ) mtype = "MeshPhongMaterial";
-			else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
-
-		}
-
-		if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
-
-			mpars.blending = THREE[ m.blending ];
-
-		}
-
-		if ( m.transparent !== undefined || m.opacity < 1.0 ) {
-
-			mpars.transparent = m.transparent;
-
-		}
-
-		if ( m.depthTest !== undefined ) {
-
-			mpars.depthTest = m.depthTest;
-
-		}
-
-		if ( m.depthWrite !== undefined ) {
-
-			mpars.depthWrite = m.depthWrite;
-
-		}
-
-		if ( m.visible !== undefined ) {
-
-			mpars.visible = m.visible;
-
-		}
-
-		if ( m.flipSided !== undefined ) {
-
-			mpars.side = THREE.BackSide;
-
-		}
-
-		if ( m.doubleSided !== undefined ) {
-
-			mpars.side = THREE.DoubleSide;
-
-		}
-
-		if ( m.wireframe !== undefined ) {
-
-			mpars.wireframe = m.wireframe;
-
-		}
-
-		if ( m.vertexColors !== undefined ) {
-
-			if ( m.vertexColors === "face" ) {
-
-				mpars.vertexColors = THREE.FaceColors;
-
-			} else if ( m.vertexColors ) {
-
-				mpars.vertexColors = THREE.VertexColors;
-
-			}
-
-		}
-
-		// colors
-
-		if ( m.colorDiffuse ) {
-
-			mpars.color = rgb2hex( m.colorDiffuse );
-
-		} else if ( m.DbgColor ) {
-
-			mpars.color = m.DbgColor;
-
-		}
-
-		if ( m.colorSpecular ) {
-
-			mpars.specular = rgb2hex( m.colorSpecular );
-
-		}
-
-		if ( m.colorAmbient ) {
-
-			mpars.ambient = rgb2hex( m.colorAmbient );
-
-		}
-
-		// modifiers
-
-		if ( m.transparency ) {
-
-			mpars.opacity = m.transparency;
-
-		}
-
-		if ( m.specularCoef ) {
-
-			mpars.shininess = m.specularCoef;
-
-		}
-
-		// textures
-
-		if ( m.mapDiffuse && texturePath ) {
-
-			create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
-
-		}
-
-		if ( m.mapLight && texturePath ) {
-
-			create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
-
-		}
-
-		if ( m.mapBump && texturePath ) {
-
-			create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
-
-		}
-
-		if ( m.mapNormal && texturePath ) {
-
-			create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
-
-		}
-
-		if ( m.mapSpecular && texturePath ) {
-
-			create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
-
-		}
-
-		//
-
-		if ( m.mapBumpScale ) {
-
-			mpars.bumpScale = m.mapBumpScale;
-
-		}
-
-		// special case for normal mapped material
-
-		if ( m.mapNormal ) {
-
-			var shader = THREE.ShaderUtils.lib[ "normal" ];
-			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
-
-			uniforms[ "tNormal" ].value = mpars.normalMap;
-
-			if ( m.mapNormalFactor ) {
-
-				uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
-
-			}
-
-			if ( mpars.map ) {
-
-				uniforms[ "tDiffuse" ].value = mpars.map;
-				uniforms[ "enableDiffuse" ].value = true;
-
-			}
-
-			if ( mpars.specularMap ) {
-
-				uniforms[ "tSpecular" ].value = mpars.specularMap;
-				uniforms[ "enableSpecular" ].value = true;
-
-			}
-
-			if ( mpars.lightMap ) {
-
-				uniforms[ "tAO" ].value = mpars.lightMap;
-				uniforms[ "enableAO" ].value = true;
-
-			}
-
-			// for the moment don't handle displacement texture
-
-			uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
-			uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
-			uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
-
-			uniforms[ "uShininess" ].value = mpars.shininess;
-
-			if ( mpars.opacity !== undefined ) {
-
-				uniforms[ "uOpacity" ].value = mpars.opacity;
-
-			}
-
-			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
-			var material = new THREE.ShaderMaterial( parameters );
-
-		} else {
-
-			var material = new THREE[ mtype ]( mpars );
-
-		}
-
-		if ( m.DbgName !== undefined ) material.name = m.DbgName;
-
-		return material;
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.BinaryLoader = function ( showStatus ) {
-
-	THREE.Loader.call( this, showStatus );
-
-};
-
-THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
-
-// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
-//  - binary models consist of two files: JS and BIN
-//  - parameters
-//		- url (required)
-//		- callback (required)
-//		- texturePath (optional: if not specified, textures 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)
-
-THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) {
-
-	// todo: unify load API to for easier SceneLoader use
-
-	texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
-	binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
-
-	var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null;
-
-	this.onLoadStart();
-
-	// #1 load JS part via web worker
-
-	this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
-
-};
-
-THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
-
-	var xhr = new XMLHttpRequest();
-
-	xhr.onreadystatechange = function () {
-
-		if ( xhr.readyState == 4 ) {
-
-			if ( xhr.status == 200 || xhr.status == 0 ) {
-
-				var json = JSON.parse( xhr.responseText );
-				context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
-
-			} else {
-
-				console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
-
-			}
-
-		}
-
-	};
-
-	xhr.open( "GET", url, true );
-	xhr.send( null );
-
-};
-
-THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
-
-	var xhr = new XMLHttpRequest(),
-		url = binaryPath + "/" + json.buffers;
-
-	var length = 0;
-
-	xhr.onreadystatechange = function () {
-
-		if ( xhr.readyState == 4 ) {
-
-			if ( xhr.status == 200 || xhr.status == 0 ) {
-
-				var buffer = xhr.response;
-				if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this
-				THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials );
-
-			} else {
-
-				console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
-
-			}
-
-		} else if ( xhr.readyState == 3 ) {
-
-			if ( callbackProgress ) {
-
-				if ( length == 0 ) {
-
-					length = xhr.getResponseHeader( "Content-Length" );
-
-				}
-
-				callbackProgress( { total: length, loaded: xhr.responseText.length } );
-
-			}
-
-		} else if ( xhr.readyState == 2 ) {
-
-			length = xhr.getResponseHeader( "Content-Length" );
-
-		}
-
-	};
-
-	xhr.open( "GET", url, true );
-	xhr.responseType = "arraybuffer";
-	xhr.send( null );
-
-};
-
-// Binary AJAX parser
-
-THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, jsonMaterials ) {
-
-	var Model = function ( texturePath ) {
-
-		var scope = this,
-			currentOffset = 0,
-			md,
-			normals = [],
-			uvs = [],
-			start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
-			start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
-			tri_size, quad_size,
-			len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
-			len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
-
-
-		THREE.Geometry.call( this );
-
-		md = parseMetaData( data, currentOffset );
-
-		currentOffset += md.header_bytes;
-/*
-		md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
-		md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
-		md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
-		md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
-*/
-		// buffers sizes
-
-		tri_size =  md.vertex_index_bytes * 3 + md.material_index_bytes;
-		quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
-
-		len_tri_flat      = md.ntri_flat      * ( tri_size );
-		len_tri_smooth    = md.ntri_smooth    * ( tri_size + md.normal_index_bytes * 3 );
-		len_tri_flat_uv   = md.ntri_flat_uv   * ( tri_size + md.uv_index_bytes * 3 );
-		len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
-
-		len_quad_flat      = md.nquad_flat      * ( quad_size );
-		len_quad_smooth    = md.nquad_smooth    * ( quad_size + md.normal_index_bytes * 4 );
-		len_quad_flat_uv   = md.nquad_flat_uv   * ( quad_size + md.uv_index_bytes * 4 );
-		len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
-
-		// read buffers
-
-		currentOffset += init_vertices( currentOffset );
-
-		currentOffset += init_normals( currentOffset );
-		currentOffset += handlePadding( md.nnormals * 3 );
-
-		currentOffset += init_uvs( currentOffset );
-
-		start_tri_flat 		= currentOffset;
-		start_tri_smooth    = start_tri_flat    + len_tri_flat    + handlePadding( md.ntri_flat * 2 );
-		start_tri_flat_uv   = start_tri_smooth  + len_tri_smooth  + handlePadding( md.ntri_smooth * 2 );
-		start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
-
-		start_quad_flat     = start_tri_smooth_uv + len_tri_smooth_uv  + handlePadding( md.ntri_smooth_uv * 2 );
-		start_quad_smooth   = start_quad_flat     + len_quad_flat	   + handlePadding( md.nquad_flat * 2 );
-		start_quad_flat_uv  = start_quad_smooth   + len_quad_smooth    + handlePadding( md.nquad_smooth * 2 );
-		start_quad_smooth_uv= start_quad_flat_uv  + len_quad_flat_uv   + handlePadding( md.nquad_flat_uv * 2 );
-
-		// have to first process faces with uvs
-		// so that face and uv indices match
-
-		init_triangles_flat_uv( start_tri_flat_uv );
-		init_triangles_smooth_uv( start_tri_smooth_uv );
-
-		init_quads_flat_uv( start_quad_flat_uv );
-		init_quads_smooth_uv( start_quad_smooth_uv );
-
-		// now we can process untextured faces
-
-		init_triangles_flat( start_tri_flat );
-		init_triangles_smooth( start_tri_smooth );
-
-		init_quads_flat( start_quad_flat );
-		init_quads_smooth( start_quad_smooth );
-
-		this.computeCentroids();
-		this.computeFaceNormals();
-
-		function handlePadding( n ) {
-
-			return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
-
-		};
-
-		function parseMetaData( data, offset ) {
-
-			var metaData = {
-
-				'signature'               :parseString( data, offset,  12 ),
-				'header_bytes'            :parseUChar8( data, offset + 12 ),
-
-				'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
-				'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
-				'uv_coordinate_bytes'     :parseUChar8( data, offset + 15 ),
-
-				'vertex_index_bytes'      :parseUChar8( data, offset + 16 ),
-				'normal_index_bytes'      :parseUChar8( data, offset + 17 ),
-				'uv_index_bytes'          :parseUChar8( data, offset + 18 ),
-				'material_index_bytes'    :parseUChar8( data, offset + 19 ),
-
-				'nvertices'    :parseUInt32( data, offset + 20 ),
-				'nnormals'     :parseUInt32( data, offset + 20 + 4*1 ),
-				'nuvs'         :parseUInt32( data, offset + 20 + 4*2 ),
-
-				'ntri_flat'      :parseUInt32( data, offset + 20 + 4*3 ),
-				'ntri_smooth'    :parseUInt32( data, offset + 20 + 4*4 ),
-				'ntri_flat_uv'   :parseUInt32( data, offset + 20 + 4*5 ),
-				'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ),
-
-				'nquad_flat'      :parseUInt32( data, offset + 20 + 4*7 ),
-				'nquad_smooth'    :parseUInt32( data, offset + 20 + 4*8 ),
-				'nquad_flat_uv'   :parseUInt32( data, offset + 20 + 4*9 ),
-				'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 )
-
-			};
-/*
-			console.log( "signature: " + metaData.signature );
-
-			console.log( "header_bytes: " + metaData.header_bytes );
-			console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
-			console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
-			console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
-
-			console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
-			console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
-			console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
-			console.log( "material_index_bytes: " + metaData.material_index_bytes );
-
-			console.log( "nvertices: " + metaData.nvertices );
-			console.log( "nnormals: " + metaData.nnormals );
-			console.log( "nuvs: " + metaData.nuvs );
-
-			console.log( "ntri_flat: " + metaData.ntri_flat );
-			console.log( "ntri_smooth: " + metaData.ntri_smooth );
-			console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
-			console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
-
-			console.log( "nquad_flat: " + metaData.nquad_flat );
-			console.log( "nquad_smooth: " + metaData.nquad_smooth );
-			console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
-			console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
-
-			var total = metaData.header_bytes
-					  + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
-					  + metaData.nnormals * metaData.normal_coordinate_bytes * 3
-					  + metaData.nuvs * metaData.uv_coordinate_bytes * 2
-					  + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
-					  + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
-					  + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
-					  + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
-					  + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
-					  + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
-					  + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
-					  + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
-			console.log( "total bytes: " + total );
-*/
-
-			return metaData;
-
-		};
-
-		function parseString( data, offset, length ) {
-
-			var charArray = new Uint8Array( data, offset, length );
-
-			var text = "";
-
-			for ( var i = 0; i < length; i ++ ) {
-
-				text += String.fromCharCode( charArray[ offset + i ] );
-
-			}
-
-			return text;
-
-		};
-
-		function parseUChar8( data, offset ) {
-
-			var charArray = new Uint8Array( data, offset, 1 );
-
-			return charArray[ 0 ];
-
-		};
-
-		function parseUInt32( data, offset ) {
-
-			var intArray = new Uint32Array( data, offset, 1 );
-
-			return intArray[ 0 ];
-
-		};
-
-		function init_vertices( start ) {
-
-			var nElements = md.nvertices;
-
-			var coordArray = new Float32Array( data, start, nElements * 3 );
-
-			var i, x, y, z;
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				x = coordArray[ i * 3 ];
-				y = coordArray[ i * 3 + 1 ];
-				z = coordArray[ i * 3 + 2 ];
-
-				vertex( scope, x, y, z );
-
-			}
-
-			return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
-
-		};
-
-		function init_normals( start ) {
-
-			var nElements = md.nnormals;
-
-			if ( nElements ) {
-
-				var normalArray = new Int8Array( data, start, nElements * 3 );
-
-				var i, x, y, z;
-
-				for( i = 0; i < nElements; i ++ ) {
-
-					x = normalArray[ i * 3 ];
-					y = normalArray[ i * 3 + 1 ];
-					z = normalArray[ i * 3 + 2 ];
-
-					normals.push( x/127, y/127, z/127 );
-
-				}
-
-			}
-
-			return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
-
-		};
-
-		function init_uvs( start ) {
-
-			var nElements = md.nuvs;
-
-			if ( nElements ) {
-
-				var uvArray = new Float32Array( data, start, nElements * 2 );
-
-				var i, u, v;
-
-				for( i = 0; i < nElements; i ++ ) {
-
-					u = uvArray[ i * 2 ];
-					v = uvArray[ i * 2 + 1 ];
-
-					uvs.push( u, v );
-
-				}
-
-			}
-
-			return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
-
-		};
-
-		function init_uvs3( nElements, offset ) {
-
-			var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
-
-			var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				uva = uvIndexBuffer[ i * 3 ];
-				uvb = uvIndexBuffer[ i * 3 + 1 ];
-				uvc = uvIndexBuffer[ i * 3 + 2 ];
-
-				u1 = uvs[ uva*2 ];
-				v1 = uvs[ uva*2 + 1 ];
-
-				u2 = uvs[ uvb*2 ];
-				v2 = uvs[ uvb*2 + 1 ];
-
-				u3 = uvs[ uvc*2 ];
-				v3 = uvs[ uvc*2 + 1 ];
-
-				uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
-
-			}
-
-		};
-
-		function init_uvs4( nElements, offset ) {
-
-			var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
-
-			var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				uva = uvIndexBuffer[ i * 4 ];
-				uvb = uvIndexBuffer[ i * 4 + 1 ];
-				uvc = uvIndexBuffer[ i * 4 + 2 ];
-				uvd = uvIndexBuffer[ i * 4 + 3 ];
-
-				u1 = uvs[ uva*2 ];
-				v1 = uvs[ uva*2 + 1 ];
-
-				u2 = uvs[ uvb*2 ];
-				v2 = uvs[ uvb*2 + 1 ];
-
-				u3 = uvs[ uvc*2 ];
-				v3 = uvs[ uvc*2 + 1 ];
-
-				u4 = uvs[ uvd*2 ];
-				v4 = uvs[ uvd*2 + 1 ];
-
-				uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 );
-
-			}
-
-		};
-
-		function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
-
-			var i, a, b, c, m;
-
-			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
-			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				a = vertexIndexBuffer[ i * 3 ];
-				b = vertexIndexBuffer[ i * 3 + 1 ];
-				c = vertexIndexBuffer[ i * 3 + 2 ];
-
-				m = materialIndexBuffer[ i ];
-
-				f3( scope, a, b, c, m );
-
-			}
-
-		};
-
-		function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
-
-			var i, a, b, c, d, m;
-
-			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
-			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				a = vertexIndexBuffer[ i * 4 ];
-				b = vertexIndexBuffer[ i * 4 + 1 ];
-				c = vertexIndexBuffer[ i * 4 + 2 ];
-				d = vertexIndexBuffer[ i * 4 + 3 ];
-
-				m = materialIndexBuffer[ i ];
-
-				f4( scope, a, b, c, d, m );
-
-			}
-
-		};
-
-		function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
-
-			var i, a, b, c, m;
-			var na, nb, nc;
-
-			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
-			var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
-			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				a = vertexIndexBuffer[ i * 3 ];
-				b = vertexIndexBuffer[ i * 3 + 1 ];
-				c = vertexIndexBuffer[ i * 3 + 2 ];
-
-				na = normalIndexBuffer[ i * 3 ];
-				nb = normalIndexBuffer[ i * 3 + 1 ];
-				nc = normalIndexBuffer[ i * 3 + 2 ];
-
-				m = materialIndexBuffer[ i ];
-
-				f3n( scope, normals, a, b, c, m, na, nb, nc );
-
-			}
-
-		};
-
-		function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
-
-			var i, a, b, c, d, m;
-			var na, nb, nc, nd;
-
-			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
-			var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
-			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
-
-			for( i = 0; i < nElements; i ++ ) {
-
-				a = vertexIndexBuffer[ i * 4 ];
-				b = vertexIndexBuffer[ i * 4 + 1 ];
-				c = vertexIndexBuffer[ i * 4 + 2 ];
-				d = vertexIndexBuffer[ i * 4 + 3 ];
-
-				na = normalIndexBuffer[ i * 4 ];
-				nb = normalIndexBuffer[ i * 4 + 1 ];
-				nc = normalIndexBuffer[ i * 4 + 2 ];
-				nd = normalIndexBuffer[ i * 4 + 3 ];
-
-				m = materialIndexBuffer[ i ];
-
-				f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd );
-
-			}
-
-		};
-
-		function init_triangles_flat( start ) {
-
-			var nElements = md.ntri_flat;
-
-			if ( nElements ) {
-
-				var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-				init_faces3_flat( nElements, start, offsetMaterials );
-
-			}
-
-		};
-
-		function init_triangles_flat_uv( start ) {
-
-			var nElements = md.ntri_flat_uv;
-
-			if ( nElements ) {
-
-				var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-
-				init_faces3_flat( nElements, start, offsetMaterials );
-				init_uvs3( nElements, offsetUvs );
-
-			}
-
-		};
-
-		function init_triangles_smooth( start ) {
-
-			var nElements = md.ntri_smooth;
-
-			if ( nElements ) {
-
-				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-				var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-
-				init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
-
-			}
-
-		};
-
-		function init_triangles_smooth_uv( start ) {
-
-			var nElements = md.ntri_smooth_uv;
-
-			if ( nElements ) {
-
-				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-				var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
-
-				init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
-				init_uvs3( nElements, offsetUvs );
-
-			}
-
-		};
-
-		function init_quads_flat( start ) {
-
-			var nElements = md.nquad_flat;
-
-			if ( nElements ) {
-
-				var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-				init_faces4_flat( nElements, start, offsetMaterials );
-
-			}
-
-		};
-
-		function init_quads_flat_uv( start ) {
-
-			var nElements = md.nquad_flat_uv;
-
-			if ( nElements ) {
-
-				var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-
-				init_faces4_flat( nElements, start, offsetMaterials );
-				init_uvs4( nElements, offsetUvs );
-
-			}
-
-		};
-
-		function init_quads_smooth( start ) {
-
-			var nElements = md.nquad_smooth;
-
-			if ( nElements ) {
-
-				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-				var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-
-				init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
-
-			}
-
-		};
-
-		function init_quads_smooth_uv( start ) {
-
-			var nElements = md.nquad_smooth_uv;
-
-			if ( nElements ) {
-
-				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-				var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
-
-				init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
-				init_uvs4( nElements, offsetUvs );
-
-			}
-
-		};
-
-	};
-
-	function vertex ( scope, x, y, z ) {
-
-		scope.vertices.push( new THREE.Vector3( x, y, z ) );
-
-	};
-
-	function f3 ( scope, a, b, c, mi ) {
-
-		scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) );
-
-	};
-
-	function f4 ( scope, a, b, c, d, mi ) {
-
-		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) );
-
-	};
-
-	function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
-
-		var nax = normals[ na*3     ],
-			nay = normals[ na*3 + 1 ],
-			naz = normals[ na*3 + 2 ],
-
-			nbx = normals[ nb*3     ],
-			nby = normals[ nb*3 + 1 ],
-			nbz = normals[ nb*3 + 2 ],
-
-			ncx = normals[ nc*3     ],
-			ncy = normals[ nc*3 + 1 ],
-			ncz = normals[ nc*3 + 2 ];
-
-		scope.faces.push( new THREE.Face3( a, b, c,
-						  [new THREE.Vector3( nax, nay, naz ),
-						   new THREE.Vector3( nbx, nby, nbz ),
-						   new THREE.Vector3( ncx, ncy, ncz )],
-						  null,
-						  mi ) );
-
-	};
-
-	function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) {
-
-		var nax = normals[ na*3     ],
-			nay = normals[ na*3 + 1 ],
-			naz = normals[ na*3 + 2 ],
-
-			nbx = normals[ nb*3     ],
-			nby = normals[ nb*3 + 1 ],
-			nbz = normals[ nb*3 + 2 ],
-
-			ncx = normals[ nc*3     ],
-			ncy = normals[ nc*3 + 1 ],
-			ncz = normals[ nc*3 + 2 ],
-
-			ndx = normals[ nd*3     ],
-			ndy = normals[ nd*3 + 1 ],
-			ndz = normals[ nd*3 + 2 ];
-
-		scope.faces.push( new THREE.Face4( a, b, c, d,
-						  [new THREE.Vector3( nax, nay, naz ),
-						   new THREE.Vector3( nbx, nby, nbz ),
-						   new THREE.Vector3( ncx, ncy, ncz ),
-						   new THREE.Vector3( ndx, ndy, ndz )],
-						  null,
-						  mi ) );
-
-	};
-
-	function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
-
-		where.push( [
-			new THREE.UV( u1, v1 ),
-			new THREE.UV( u2, v2 ),
-			new THREE.UV( u3, v3 )
-		] );
-
-	};
-
-	function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) {
-
-		where.push( [
-			new THREE.UV( u1, v1 ),
-			new THREE.UV( u2, v2 ),
-			new THREE.UV( u3, v3 ),
-			new THREE.UV( u4, v4 )
-		] );
-	};
-
-	Model.prototype = Object.create( THREE.Geometry.prototype );
-
-	var geometry = new Model( texturePath );
-	var materials = this.initMaterials( jsonMaterials, texturePath );
-
-	if ( this.needsTangents( materials ) ) geometry.computeTangents();
-
-	callback( geometry, materials );
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ImageLoader = function () {
-
-	THREE.EventTarget.call( this );
-
-	this.crossOrigin = null;
-
-};
-
-THREE.ImageLoader.prototype = {
-
-	constructor: THREE.ImageLoader,
-
-	load: function ( url, image ) {
-
-		var scope = this;
-
-		if ( image === undefined ) image = new Image();
-
-		image.addEventListener( 'load', function () {
-
-			scope.dispatchEvent( { type: 'load', content: image } );
-
-		}, false );
-
-		image.addEventListener( 'error', function () {
-
-			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
-
-		}, false );
-
-		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
-
-		image.src = url;
-
-	}
-
-}
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.JSONLoader = function ( showStatus ) {
-
-	THREE.Loader.call( this, showStatus );
-
-	this.withCredentials = false;
-
-};
-
-THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
-
-THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
-
-	var scope = this;
-
-	// todo: unify load API to for easier SceneLoader use
-
-	texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
-
-	this.onLoadStart();
-	this.loadAjaxJSON( this, url, callback, texturePath );
-
-};
-
-THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
-
-	var xhr = new XMLHttpRequest();
-
-	var length = 0;
-
-	xhr.withCredentials = this.withCredentials;
-
-	xhr.onreadystatechange = function () {
-
-		if ( xhr.readyState === xhr.DONE ) {
-
-			if ( xhr.status === 200 || xhr.status === 0 ) {
-
-				if ( xhr.responseText ) {
-
-					var json = JSON.parse( xhr.responseText );
-					context.createModel( json, callback, texturePath );
-
-				} else {
-
-					console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
-
-				}
-
-				// in context of more complex asset initialization
-				// do not block on single failed file
-				// maybe should go even one more level up
-
-				context.onLoadComplete();
-
-			} else {
-
-				console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
-
-			}
-
-		} else if ( xhr.readyState === xhr.LOADING ) {
-
-			if ( callbackProgress ) {
-
-				if ( length === 0 ) {
-
-					length = xhr.getResponseHeader( "Content-Length" );
-
-				}
-
-				callbackProgress( { total: length, loaded: xhr.responseText.length } );
-
-			}
-
-		} else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
-
-			length = xhr.getResponseHeader( "Content-Length" );
-
-		}
-
-	};
-
-	xhr.open( "GET", url, true );
-	xhr.send( null );
-
-};
-
-THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) {
-
-	var scope = this,
-	geometry = new THREE.Geometry(),
-	scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
-
-	parseModel( scale );
-
-	parseSkin();
-	parseMorphing( scale );
-
-	geometry.computeCentroids();
-	geometry.computeFaceNormals();
-
-	function parseModel( scale ) {
-
-		function isBitSet( value, position ) {
-
-			return value & ( 1 << position );
-
-		}
-
-		var i, j, fi,
-
-		offset, zLength, nVertices,
-
-		colorIndex, normalIndex, uvIndex, materialIndex,
-
-		type,
-		isQuad,
-		hasMaterial,
-		hasFaceUv, hasFaceVertexUv,
-		hasFaceNormal, hasFaceVertexNormal,
-		hasFaceColor, hasFaceVertexColor,
-
-		vertex, face, color, normal,
-
-		uvLayer, uvs, u, v,
-
-		faces = json.faces,
-		vertices = json.vertices,
-		normals = json.normals,
-		colors = json.colors,
-
-		nUvLayers = 0;
-
-		// disregard empty arrays
-
-		for ( i = 0; i < json.uvs.length; i++ ) {
-
-			if ( json.uvs[ i ].length ) nUvLayers ++;
-
-		}
-
-		for ( i = 0; i < nUvLayers; i++ ) {
-
-			geometry.faceUvs[ i ] = [];
-			geometry.faceVertexUvs[ i ] = [];
-
-		}
-
-		offset = 0;
-		zLength = vertices.length;
-
-		while ( offset < zLength ) {
-
-			vertex = new THREE.Vector3();
-
-			vertex.x = vertices[ offset ++ ] * scale;
-			vertex.y = vertices[ offset ++ ] * scale;
-			vertex.z = vertices[ offset ++ ] * scale;
-
-			geometry.vertices.push( vertex );
-
-		}
-
-		offset = 0;
-		zLength = faces.length;
-
-		while ( offset < zLength ) {
-
-			type = faces[ offset ++ ];
-
-
-			isQuad          	= isBitSet( type, 0 );
-			hasMaterial         = isBitSet( type, 1 );
-			hasFaceUv           = isBitSet( type, 2 );
-			hasFaceVertexUv     = isBitSet( type, 3 );
-			hasFaceNormal       = isBitSet( type, 4 );
-			hasFaceVertexNormal = isBitSet( type, 5 );
-			hasFaceColor	    = isBitSet( type, 6 );
-			hasFaceVertexColor  = isBitSet( type, 7 );
-
-			//console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
-
-			if ( isQuad ) {
-
-				face = new THREE.Face4();
-
-				face.a = faces[ offset ++ ];
-				face.b = faces[ offset ++ ];
-				face.c = faces[ offset ++ ];
-				face.d = faces[ offset ++ ];
-
-				nVertices = 4;
-
-			} else {
-
-				face = new THREE.Face3();
-
-				face.a = faces[ offset ++ ];
-				face.b = faces[ offset ++ ];
-				face.c = faces[ offset ++ ];
-
-				nVertices = 3;
-
-			}
-
-			if ( hasMaterial ) {
-
-				materialIndex = faces[ offset ++ ];
-				face.materialIndex = materialIndex;
-
-			}
-
-			// to get face <=> uv index correspondence
-
-			fi = geometry.faces.length;
-
-			if ( hasFaceUv ) {
-
-				for ( i = 0; i < nUvLayers; i++ ) {
-
-					uvLayer = json.uvs[ i ];
-
-					uvIndex = faces[ offset ++ ];
-
-					u = uvLayer[ uvIndex * 2 ];
-					v = uvLayer[ uvIndex * 2 + 1 ];
-
-					geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v );
-
-				}
-
-			}
-
-			if ( hasFaceVertexUv ) {
-
-				for ( i = 0; i < nUvLayers; i++ ) {
-
-					uvLayer = json.uvs[ i ];
-
-					uvs = [];
-
-					for ( j = 0; j < nVertices; j ++ ) {
-
-						uvIndex = faces[ offset ++ ];
-
-						u = uvLayer[ uvIndex * 2 ];
-						v = uvLayer[ uvIndex * 2 + 1 ];
-
-						uvs[ j ] = new THREE.UV( u, v );
-
-					}
-
-					geometry.faceVertexUvs[ i ][ fi ] = uvs;
-
-				}
-
-			}
-
-			if ( hasFaceNormal ) {
-
-				normalIndex = faces[ offset ++ ] * 3;
-
-				normal = new THREE.Vector3();
-
-				normal.x = normals[ normalIndex ++ ];
-				normal.y = normals[ normalIndex ++ ];
-				normal.z = normals[ normalIndex ];
-
-				face.normal = normal;
-
-			}
-
-			if ( hasFaceVertexNormal ) {
-
-				for ( i = 0; i < nVertices; i++ ) {
-
-					normalIndex = faces[ offset ++ ] * 3;
-
-					normal = new THREE.Vector3();
-
-					normal.x = normals[ normalIndex ++ ];
-					normal.y = normals[ normalIndex ++ ];
-					normal.z = normals[ normalIndex ];
-
-					face.vertexNormals.push( normal );
-
-				}
-
-			}
-
-
-			if ( hasFaceColor ) {
-
-				colorIndex = faces[ offset ++ ];
-
-				color = new THREE.Color( colors[ colorIndex ] );
-				face.color = color;
-
-			}
-
-
-			if ( hasFaceVertexColor ) {
-
-				for ( i = 0; i < nVertices; i++ ) {
-
-					colorIndex = faces[ offset ++ ];
-
-					color = new THREE.Color( colors[ colorIndex ] );
-					face.vertexColors.push( color );
-
-				}
-
-			}
-
-			geometry.faces.push( face );
-
-		}
-
-	};
-
-	function parseSkin() {
-
-		var i, l, x, y, z, w, a, b, c, d;
-
-		if ( json.skinWeights ) {
-
-			for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
-
-				x = json.skinWeights[ i     ];
-				y = json.skinWeights[ i + 1 ];
-				z = 0;
-				w = 0;
-
-				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
-
-			}
-
-		}
-
-		if ( json.skinIndices ) {
-
-			for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
-
-				a = json.skinIndices[ i     ];
-				b = json.skinIndices[ i + 1 ];
-				c = 0;
-				d = 0;
-
-				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
-
-			}
-
-		}
-
-		geometry.bones = json.bones;
-		geometry.animation = json.animation;
-
-	};
-
-	function parseMorphing( scale ) {
-
-		if ( json.morphTargets !== undefined ) {
-
-			var i, l, v, vl, dstVertices, srcVertices;
-
-			for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
-
-				geometry.morphTargets[ i ] = {};
-				geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
-				geometry.morphTargets[ i ].vertices = [];
-
-				dstVertices = geometry.morphTargets[ i ].vertices;
-				srcVertices = json.morphTargets [ i ].vertices;
-
-				for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
-
-					var vertex = new THREE.Vector3();
-					vertex.x = srcVertices[ v ] * scale;
-					vertex.y = srcVertices[ v + 1 ] * scale;
-					vertex.z = srcVertices[ v + 2 ] * scale;
-
-					dstVertices.push( vertex );
-
-				}
-
-			}
-
-		}
-
-		if ( json.morphColors !== undefined ) {
-
-			var i, l, c, cl, dstColors, srcColors, color;
-
-			for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
-
-				geometry.morphColors[ i ] = {};
-				geometry.morphColors[ i ].name = json.morphColors[ i ].name;
-				geometry.morphColors[ i ].colors = [];
-
-				dstColors = geometry.morphColors[ i ].colors;
-				srcColors = json.morphColors [ i ].colors;
-
-				for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
-
-					color = new THREE.Color( 0xffaa00 );
-					color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
-					dstColors.push( color );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	var materials = this.initMaterials( json.materials, texturePath );
-
-	if ( this.needsTangents( materials ) ) geometry.computeTangents();
-
-	callback( geometry, materials );
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LoadingMonitor = function () {
-
-	THREE.EventTarget.call( this );
-
-	var scope = this;
-
-	var loaded = 0;
-	var total = 0;
-
-	var onLoad = function ( event ) {
-
-		loaded ++;
-
-		scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );
-
-		if ( loaded === total ) {
-
-			scope.dispatchEvent( { type: 'load' } );
-
-		}
-
-	};
-
-	this.add = function ( loader ) {
-
-		total ++;
-
-		loader.addEventListener( 'load', onLoad, false );
-
-	};
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SceneLoader = function () {
-
-	this.onLoadStart = function () {};
-	this.onLoadProgress = function() {};
-	this.onLoadComplete = function () {};
-
-	this.callbackSync = function () {};
-	this.callbackProgress = function () {};
-
-	this.geometryHandlerMap = {};
-	this.hierarchyHandlerMap = {};
-
-	this.addGeometryHandler( "ascii", THREE.JSONLoader );
-	this.addGeometryHandler( "binary", THREE.BinaryLoader );
-
-};
-
-THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
-
-THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {
-
-	var scope = this;
-
-	var xhr = new XMLHttpRequest();
-
-	xhr.onreadystatechange = function () {
-
-		if ( xhr.readyState === 4 ) {
-
-			if ( xhr.status === 200 || xhr.status === 0 ) {
-
-				var json = JSON.parse( xhr.responseText );
-				scope.parse( json, callbackFinished, url );
-
-			} else {
-
-				console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
-
-			}
-
-		}
-
-	};
-
-	xhr.open( "GET", url, true );
-	xhr.send( null );
-
-};
-
-THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {
-
-	this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };
-
-};
-
-THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {
-
-	this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };
-
-};
-
-THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {
-
-	var scope = this;
-
-	var urlBase = THREE.Loader.prototype.extractUrlBase( url );
-
-	var dg, dm, dc, df, dt,
-		g, m, l, d, p, r, q, s, c, t, f, tt, pp, u,
-		geometry, material, camera, fog,
-		texture, images,
-		light, hex, intensity,
-		counter_models, counter_textures,
-		total_models, total_textures,
-		result;
-
-	var target_array = [];
-
-	var data = json;
-
-	// async geometry loaders
-
-	for ( var typeID in this.geometryHandlerMap ) {
-
-		var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
-		this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
-
-	}
-
-	// async hierachy loaders
-
-	for ( var typeID in this.hierarchyHandlerMap ) {
-
-		var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
-		this.hierarchyHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
-
-	}
-
-	counter_models = 0;
-	counter_textures = 0;
-
-	result = {
-
-		scene: new THREE.Scene(),
-		geometries: {},
-		face_materials: {},
-		materials: {},
-		textures: {},
-		objects: {},
-		cameras: {},
-		lights: {},
-		fogs: {},
-		empties: {}
-
-	};
-
-	if ( data.transform ) {
-
-		var position = data.transform.position,
-			rotation = data.transform.rotation,
-			scale = data.transform.scale;
-
-		if ( position )
-			result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );
-
-		if ( rotation )
-			result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
-
-		if ( scale )
-			result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
-
-		if ( position || rotation || scale ) {
-
-			result.scene.updateMatrix();
-			result.scene.updateMatrixWorld();
-
-		}
-
-	}
-
-	function get_url( source_url, url_type ) {
-
-		if ( url_type == "relativeToHTML" ) {
-
-			return source_url;
-
-		} else {
-
-			return urlBase + "/" + source_url;
-
-		}
-
-	};
-
-	// toplevel loader function, delegates to handle_children
-
-	function handle_objects() {
-
-		handle_children( result.scene, data.objects );
-
-	}
-
-	// handle all the children from the loaded json and attach them to given parent
-
-	function handle_children( parent, children ) {
-
-		for ( var dd in children ) {
-
-			// check by id if child has already been handled,
-			// if not, create new object
-
-			if ( result.objects[ dd ] === undefined ) {
-
-				var o = children[ dd ];
-
-				var object = null;
-
-				// meshes
-
-				if ( o.type && ( o.type in scope.hierarchyHandlerMap ) && o.loading === undefined ) {
-
-					var loaderParameters = {};
-
-					for ( var parType in g ) {
-
-						if ( parType !== "type" && parType !== "url" ) {
-
-							loaderParameters[ parType ] = g[ parType ];
-
-						}
-
-					}
-
-					material = result.materials[ o.material ];
-
-					o.loading = true;
-
-					var loader = scope.hierarchyHandlerMap[ o.type ][ "loaderObject" ];
-
-					// OBJLoader
-
-					if ( loader.addEventListener ) {
-
-						loader.addEventListener( 'load', create_callback_hierachy( dd, parent, material, o ) );
-						loader.load( get_url( o.url, data.urlBaseType ) );
-
-					} else {
-
-						// ColladaLoader
-
-						if ( loader.options ) {
-
-							loader.load( get_url( o.url, data.urlBaseType ), create_callback_hierachy( dd, parent, material, o ) );
-
-						// UTF8Loader
-
-						} else {
-
-							loader.load( get_url( o.url, data.urlBaseType ), create_callback_hierachy( dd, parent, material, o ), loaderParameters );
-
-						}
-
-					}
-
-				} else if ( o.geometry !== undefined ) {
-
-					geometry = result.geometries[ o.geometry ];
-
-					// geometry already loaded
-
-					if ( geometry ) {
-
-						var needsTangents = false;
-
-						material = result.materials[ o.material ];
-						needsTangents = material instanceof THREE.ShaderMaterial;
-
-						p = o.position;
-						r = o.rotation;
-						q = o.quaternion;
-						s = o.scale;
-						m = o.matrix;
-
-						// turn off quaternions, for the moment
-
-						q = 0;
-
-						// use materials from the model file
-						// if there is no material specified in the object
-
-						if ( ! o.material ) {
-
-							material = new THREE.MeshFaceMaterial( result.face_materials[ o.geometry ] );
-
-						}
-
-						// use materials from the model file
-						// if there is just empty face material
-						// (must create new material as each model has its own face material)
-
-						if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
-
-							material = new THREE.MeshFaceMaterial( result.face_materials[ o.geometry ] );
-
-						}
-
-						if ( material instanceof THREE.MeshFaceMaterial ) {
-
-							for ( var i = 0; i < material.materials.length; i ++ ) {
-
-								needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
-
-							}
-
-						}
-
-						if ( needsTangents ) {
-
-							geometry.computeTangents();
-
-						}
-
-						if ( o.skin ) {
-
-							object = new THREE.SkinnedMesh( geometry, material );
-
-						} else if ( o.morph ) {
-
-							object = new THREE.MorphAnimMesh( geometry, material );
-
-							if ( o.duration !== undefined ) {
-
-								object.duration = o.duration;
-
-							}
-
-							if ( o.time !== undefined ) {
-
-								object.time = o.time;
-
-							}
-
-							if ( o.mirroredLoop !== undefined ) {
-
-								object.mirroredLoop = o.mirroredLoop;
-
-							}
-
-							if ( material.morphNormals ) {
-
-								geometry.computeMorphNormals();
-
-							}
-
-						} else {
-
-							object = new THREE.Mesh( geometry, material );
-
-						}
-
-						object.name = dd;
-
-						if ( m ) {
-
-							object.matrixAutoUpdate = false;
-							object.matrix.set(
-								m[0], m[1], m[2], m[3],
-								m[4], m[5], m[6], m[7],
-								m[8], m[9], m[10], m[11],
-								m[12], m[13], m[14], m[15]
-							);
-
-						} else {
-
-							object.position.set( p[0], p[1], p[2] );
-
-							if ( q ) {
-
-								object.quaternion.set( q[0], q[1], q[2], q[3] );
-								object.useQuaternion = true;
-
-							} else {
-
-								object.rotation.set( r[0], r[1], r[2] );
-
-							}
-
-							object.scale.set( s[0], s[1], s[2] );
-
-						}
-
-						object.visible = o.visible;
-						object.castShadow = o.castShadow;
-						object.receiveShadow = o.receiveShadow;
-
-						parent.add( object );
-
-						result.objects[ dd ] = object;
-
-					}
-
-				// lights
-
-				} else if ( o.type === "DirectionalLight" || o.type === "PointLight" || o.type === "AmbientLight" ) {
-
-					hex = ( o.color !== undefined ) ? o.color : 0xffffff;
-					intensity = ( o.intensity !== undefined ) ? o.intensity : 1;
-
-					if ( o.type === "DirectionalLight" ) {
-
-						p = o.direction;
-
-						light = new THREE.DirectionalLight( hex, intensity );
-						light.position.set( p[0], p[1], p[2] );
-
-						if ( o.target ) {
-
-							target_array.push( { "object": light, "targetName" : o.target } );
-
-							// kill existing default target
-							// otherwise it gets added to scene when parent gets added
-
-							light.target = null;
-
-						}
-
-					} else if ( o.type === "PointLight" ) {
-
-						p = o.position;
-						d = o.distance;
-
-						light = new THREE.PointLight( hex, intensity, d );
-						light.position.set( p[0], p[1], p[2] );
-
-					} else if ( o.type === "AmbientLight" ) {
-
-						light = new THREE.AmbientLight( hex );
-
-					}
-
-					parent.add( light );
-
-					light.name = dd;
-					result.lights[ dd ] = light;
-					result.objects[ dd ] = light;
-
-				// cameras
-
-				} else if ( o.type === "PerspectiveCamera" || o.type === "OrthographicCamera" ) {
-
-					if ( o.type === "PerspectiveCamera" ) {
-
-						camera = new THREE.PerspectiveCamera( o.fov, o.aspect, o.near, o.far );
-
-					} else if ( o.type === "OrthographicCamera" ) {
-
-						camera = new THREE.OrthographicCamera( c.left, c.right, c.top, c.bottom, c.near, c.far );
-
-					}
-
-					p = o.position;
-					camera.position.set( p[0], p[1], p[2] );
-					parent.add( camera );
-
-					camera.name = dd;
-					result.cameras[ dd ] = camera;
-					result.objects[ dd ] = camera;
-
-				// pure Object3D
-
-				} else {
-
-					p = o.position;
-					r = o.rotation;
-					q = o.quaternion;
-					s = o.scale;
-
-					// turn off quaternions, for the moment
-
-					q = 0;
-
-					object = new THREE.Object3D();
-					object.name = dd;
-					object.position.set( p[0], p[1], p[2] );
-
-					if ( q ) {
-
-						object.quaternion.set( q[0], q[1], q[2], q[3] );
-						object.useQuaternion = true;
-
-					} else {
-
-						object.rotation.set( r[0], r[1], r[2] );
-
-					}
-
-					object.scale.set( s[0], s[1], s[2] );
-					object.visible = ( o.visible !== undefined ) ? o.visible : false;
-
-					parent.add( object );
-
-					result.objects[ dd ] = object;
-					result.empties[ dd ] = object;
-
-				}
-
-				if ( object ) {
-
-					if ( o.properties !== undefined )  {
-
-						for ( var key in o.properties ) {
-
-							var value = o.properties[ key ];
-							object.properties[ key ] = value;
-
-						}
-
-					}
-
-					if ( o.children !== undefined ) {
-
-						handle_children( object, o.children );
-
-					}
-
-				}
-
-			}
-
-		}
-
-	};
-
-	function handle_mesh( geo, mat, id ) {
-
-		result.geometries[ id ] = geo;
-		result.face_materials[ id ] = mat;
-		handle_objects();
-
-	};
-
-	function handle_hierarchy( node, id, parent, material, o ) {
-
-		var p = o.position;
-		var r = o.rotation;
-		var q = o.quaternion;
-		var s = o.scale;
-
-		node.position.set( p[0], p[1], p[2] );
-
-		if ( q ) {
-
-			node.quaternion.set( q[0], q[1], q[2], q[3] );
-			node.useQuaternion = true;
-
-		} else {
-
-			node.rotation.set( r[0], r[1], r[2] );
-
-		}
-
-		node.scale.set( s[0], s[1], s[2] );
-
-		if ( material ) {
-
-			node.traverse( function ( child )  {
-
-				child.material = material;
-
-			} );
-
-		}
-
-		parent.add( node );
-
-		result.objects[ id ] = node;
-		handle_objects();
-
-	};
-
-	function create_callback_geometry( id ) {
-
-		return function( geo, mat ) {
-
-			handle_mesh( geo, mat, id );
-
-			counter_models -= 1;
-
-			scope.onLoadComplete();
-
-			async_callback_gate();
-
-		}
-
-	};
-
-	function create_callback_hierachy( id, parent, material, obj ) {
-
-		return function( event ) {
-
-			var result;
-
-			// loaders which use EventTarget
-
-			if ( event.content ) {
-
-				result = event.content;
-
-			// ColladaLoader
-
-			} else if ( event.dae ) {
-
-				result = event.scene;
-
-
-			// UTF8Loader
-
-			} else {
-
-				result = event;
-
-			}
-
-			handle_hierarchy( result, id, parent, material, obj );
-
-			counter_models -= 1;
-
-			scope.onLoadComplete();
-
-			async_callback_gate();
-
-		}
-
-	};
-
-	function create_callback_embed( id ) {
-
-		return function( geo, mat ) {
-
-			result.geometries[ id ] = geo;
-			result.face_materials[ id ] = mat;
-
-		}
-
-	};
-
-	function async_callback_gate() {
-
-		var progress = {
-
-			totalModels : total_models,
-			totalTextures : total_textures,
-			loadedModels : total_models - counter_models,
-			loadedTextures : total_textures - counter_textures
-
-		};
-
-		scope.callbackProgress( progress, result );
-
-		scope.onLoadProgress();
-
-		if ( counter_models === 0 && counter_textures === 0 ) {
-
-			finalize();
-			callbackFinished( result );
-
-		}
-
-	};
-
-	function finalize() {
-
-		// take care of targets which could be asynchronously loaded objects
-
-		for ( var i = 0; i < target_array.length; i ++ ) {
-
-			var ta = target_array[ i ];
-
-			var target = result.objects[ ta.targetName ];
-
-			if ( target ) {
-
-				ta.object.target = target;
-
-			} else {
-
-				// if there was error and target of specified name doesn't exist in the scene file
-				// create instead dummy target
-				// (target must be added to scene explicitly as parent is already added)
-
-				ta.object.target = new THREE.Object3D();
-				result.scene.add( ta.object.target );
-
-			}
-
-			ta.object.target.properties.targetInverse = ta.object;
-
-		}
-
-	};
-
-	var callbackTexture = function ( count ) {
-
-		counter_textures -= count;
-		async_callback_gate();
-
-		scope.onLoadComplete();
-
-	};
-
-	// must use this instead of just directly calling callbackTexture
-	// because of closure in the calling context loop
-
-	var generateTextureCallback = function ( count ) {
-
-		return function() {
-
-			callbackTexture( count );
-
-		};
-
-	};
-
-	// first go synchronous elements
-
-	// fogs
-
-	for ( df in data.fogs ) {
-
-		f = data.fogs[ df ];
-
-		if ( f.type === "linear" ) {
-
-			fog = new THREE.Fog( 0x000000, f.near, f.far );
-
-		} else if ( f.type === "exp2" ) {
-
-			fog = new THREE.FogExp2( 0x000000, f.density );
-
-		}
-
-		c = f.color;
-		fog.color.setRGB( c[0], c[1], c[2] );
-
-		result.fogs[ df ] = fog;
-
-	}
-
-	// now come potentially asynchronous elements
-
-	// geometries
-
-	// count how many geometries will be loaded asynchronously
-
-	for ( dg in data.geometries ) {
-
-		g = data.geometries[ dg ];
-
-		if ( g.type in this.geometryHandlerMap ) {
-
-			counter_models += 1;
-
-			scope.onLoadStart();
-
-		}
-
-	}
-
-	// count how many hierarchies will be loaded asynchronously
-
-	for ( var dd in data.objects ) {
-
-		var o = data.objects[ dd ];
-
-		if ( o.type && ( o.type in this.hierarchyHandlerMap ) ) {
-
-			counter_models += 1;
-
-			scope.onLoadStart();
-
-		}
-
-	}
-
-	total_models = counter_models;
-
-	for ( dg in data.geometries ) {
-
-		g = data.geometries[ dg ];
-
-		if ( g.type === "cube" ) {
-
-			geometry = new THREE.CubeGeometry( g.width, g.height, g.depth, g.widthSegments, g.heightSegments, g.depthSegments );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "plane" ) {
-
-			geometry = new THREE.PlaneGeometry( g.width, g.height, g.widthSegments, g.heightSegments );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "sphere" ) {
-
-			geometry = new THREE.SphereGeometry( g.radius, g.widthSegments, g.heightSegments );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "cylinder" ) {
-
-			geometry = new THREE.CylinderGeometry( g.topRad, g.botRad, g.height, g.radSegs, g.heightSegs );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "torus" ) {
-
-			geometry = new THREE.TorusGeometry( g.radius, g.tube, g.segmentsR, g.segmentsT );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type === "icosahedron" ) {
-
-			geometry = new THREE.IcosahedronGeometry( g.radius, g.subdivisions );
-			result.geometries[ dg ] = geometry;
-
-		} else if ( g.type in this.geometryHandlerMap ) {
-
-			var loaderParameters = {};
-			for ( var parType in g ) {
-
-				if ( parType !== "type" && parType !== "url" ) {
-
-					loaderParameters[ parType ] = g[ parType ];
-
-				}
-
-			}
-
-			var loader = this.geometryHandlerMap[ g.type ][ "loaderObject" ];
-			loader.load( get_url( g.url, data.urlBaseType ), create_callback_geometry( dg ), loaderParameters );
-
-		} else if ( g.type === "embedded" ) {
-
-			var modelJson = data.embeds[ g.id ],
-				texture_path = "";
-
-			// pass metadata along to jsonLoader so it knows the format version
-
-			modelJson.metadata = data.metadata;
-
-			if ( modelJson ) {
-
-				var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
-				jsonLoader.createModel( modelJson, create_callback_embed( dg ), texture_path );
-
-			}
-
-		}
-
-	}
-
-	// textures
-
-	// count how many textures will be loaded asynchronously
-
-	for ( dt in data.textures ) {
-
-		tt = data.textures[ dt ];
-
-		if ( tt.url instanceof Array ) {
-
-			counter_textures += tt.url.length;
-
-			for( var n = 0; n < tt.url.length; n ++ ) {
-
-				scope.onLoadStart();
-
-			}
-
-		} else {
-
-			counter_textures += 1;
-
-			scope.onLoadStart();
-
-		}
-
-	}
-
-	total_textures = counter_textures;
-
-	for ( dt in data.textures ) {
-
-		tt = data.textures[ dt ];
-
-		if ( tt.mapping !== undefined && THREE[ tt.mapping ] !== undefined  ) {
-
-			tt.mapping = new THREE[ tt.mapping ]();
-
-		}
-
-		if ( tt.url instanceof Array ) {
-
-			var count = tt.url.length;
-			var url_array = [];
-
-			for( var i = 0; i < count; i ++ ) {
-
-				url_array[ i ] = get_url( tt.url[ i ], data.urlBaseType );
-
-			}
-
-			var isCompressed = url_array[ 0 ].endsWith( ".dds" );
-
-			if ( isCompressed ) {
-
-				texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, tt.mapping, generateTextureCallback( count ) );
-
-			} else {
-
-				texture = THREE.ImageUtils.loadTextureCube( url_array, tt.mapping, generateTextureCallback( count ) );
-
-			}
-
-		} else {
-
-			var isCompressed = tt.url.toLowerCase().endsWith( ".dds" );
-			var fullUrl = get_url( tt.url, data.urlBaseType );
-			var textureCallback = generateTextureCallback( 1 );
-
-			if ( isCompressed ) {
-
-				texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, tt.mapping, textureCallback );
-
-			} else {
-
-				texture = THREE.ImageUtils.loadTexture( fullUrl, tt.mapping, textureCallback );
-
-			}
-
-			if ( THREE[ tt.minFilter ] !== undefined )
-				texture.minFilter = THREE[ tt.minFilter ];
-
-			if ( THREE[ tt.magFilter ] !== undefined )
-				texture.magFilter = THREE[ tt.magFilter ];
-
-			if ( tt.anisotropy ) texture.anisotropy = tt.anisotropy;
-
-			if ( tt.repeat ) {
-
-				texture.repeat.set( tt.repeat[ 0 ], tt.repeat[ 1 ] );
-
-				if ( tt.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
-				if ( tt.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
-
-			}
-
-			if ( tt.offset ) {
-
-				texture.offset.set( tt.offset[ 0 ], tt.offset[ 1 ] );
-
-			}
-
-			// handle wrap after repeat so that default repeat can be overriden
-
-			if ( tt.wrap ) {
-
-				var wrapMap = {
-				"repeat" 	: THREE.RepeatWrapping,
-				"mirror"	: THREE.MirroredRepeatWrapping
-				}
-
-				if ( wrapMap[ tt.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ tt.wrap[ 0 ] ];
-				if ( wrapMap[ tt.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ tt.wrap[ 1 ] ];
-
-			}
-
-		}
-
-		result.textures[ dt ] = texture;
-
-	}
-
-	// materials
-
-	for ( dm in data.materials ) {
-
-		m = data.materials[ dm ];
-
-		for ( pp in m.parameters ) {
-
-			if ( pp === "envMap" || pp === "map" || pp === "lightMap" || pp === "bumpMap" ) {
-
-				m.parameters[ pp ] = result.textures[ m.parameters[ pp ] ];
-
-			} else if ( pp === "shading" ) {
-
-				m.parameters[ pp ] = ( m.parameters[ pp ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
-
-			} else if ( pp === "side" ) {
-
-				if (  m.parameters[ pp ] == "double" ) {
-
-					m.parameters[ pp ] = THREE.DoubleSide;
-
-				} else if ( m.parameters[ pp ] == "back" ) {
-
-					m.parameters[ pp ] = THREE.BackSide;
-
-				} else {
-
-					m.parameters[ pp ] = THREE.FrontSide;
-
-				}
-
-			} else if ( pp === "blending" ) {
-
-				m.parameters[ pp ] = m.parameters[ pp ] in THREE ? THREE[ m.parameters[ pp ] ] : THREE.NormalBlending;
-
-			} else if ( pp === "combine" ) {
-
-				m.parameters[ pp ] = ( m.parameters[ pp ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation;
-
-			} else if ( pp === "vertexColors" ) {
-
-				if ( m.parameters[ pp ] == "face" ) {
-
-					m.parameters[ pp ] = THREE.FaceColors;
-
-				// default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
-
-				} else if ( m.parameters[ pp ] )   {
-
-					m.parameters[ pp ] = THREE.VertexColors;
-
-				}
-
-			} else if ( pp === "wrapRGB" ) {
-
-				var v3 = m.parameters[ pp ];
-				m.parameters[ pp ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
-
-			}
-
-		}
-
-		if ( m.parameters.opacity !== undefined && m.parameters.opacity < 1.0 ) {
-
-			m.parameters.transparent = true;
-
-		}
-
-		if ( m.parameters.normalMap ) {
-
-			var shader = THREE.ShaderUtils.lib[ "normal" ];
-			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
-
-			var diffuse = m.parameters.color;
-			var specular = m.parameters.specular;
-			var ambient = m.parameters.ambient;
-			var shininess = m.parameters.shininess;
-
-			uniforms[ "tNormal" ].value = result.textures[ m.parameters.normalMap ];
-
-			if ( m.parameters.normalScale ) {
-
-				uniforms[ "uNormalScale" ].value.set( m.parameters.normalScale[ 0 ], m.parameters.normalScale[ 1 ] );
-
-			}
-
-			if ( m.parameters.map ) {
-
-				uniforms[ "tDiffuse" ].value = m.parameters.map;
-				uniforms[ "enableDiffuse" ].value = true;
-
-			}
-
-			if ( m.parameters.envMap ) {
-
-				uniforms[ "tCube" ].value = m.parameters.envMap;
-				uniforms[ "enableReflection" ].value = true;
-				uniforms[ "uReflectivity" ].value = m.parameters.reflectivity;
-
-			}
-
-			if ( m.parameters.lightMap ) {
-
-				uniforms[ "tAO" ].value = m.parameters.lightMap;
-				uniforms[ "enableAO" ].value = true;
-
-			}
-
-			if ( m.parameters.specularMap ) {
-
-				uniforms[ "tSpecular" ].value = result.textures[ m.parameters.specularMap ];
-				uniforms[ "enableSpecular" ].value = true;
-
-			}
-
-			if ( m.parameters.displacementMap ) {
-
-				uniforms[ "tDisplacement" ].value = result.textures[ m.parameters.displacementMap ];
-				uniforms[ "enableDisplacement" ].value = true;
-
-				uniforms[ "uDisplacementBias" ].value = m.parameters.displacementBias;
-				uniforms[ "uDisplacementScale" ].value = m.parameters.displacementScale;
-
-			}
-
-			uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
-			uniforms[ "uSpecularColor" ].value.setHex( specular );
-			uniforms[ "uAmbientColor" ].value.setHex( ambient );
-
-			uniforms[ "uShininess" ].value = shininess;
-
-			if ( m.parameters.opacity ) {
-
-				uniforms[ "uOpacity" ].value = m.parameters.opacity;
-
-			}
-
-			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
-
-			material = new THREE.ShaderMaterial( parameters );
-
-		} else {
-
-			material = new THREE[ m.type ]( m.parameters );
-
-		}
-
-		result.materials[ dm ] = material;
-
-	}
-
-	// second pass through all materials to initialize MeshFaceMaterials
-	// that could be referring to other materials out of order
-
-	for ( dm in data.materials ) {
-
-		m = data.materials[ dm ];
-
-		if ( m.parameters.materials ) {
-
-			var materialArray = [];
-
-			for ( var i = 0; i < m.parameters.materials.length; i ++ ) {
-
-				var label = m.parameters.materials[ i ];
-				materialArray.push( result.materials[ label ] );
-
-			}
-
-			result.materials[ dm ].materials = materialArray;
-
-		}
-
-	}
-
-	// objects ( synchronous init of procedural primitives )
-
-	handle_objects();
-
-	// defaults
-
-	if ( result.cameras && data.defaults.camera ) {
-
-		result.currentCamera = result.cameras[ data.defaults.camera ];
-
-	}
-
-	if ( result.fogs && data.defaults.fog ) {
-
-		result.scene.fog = result.fogs[ data.defaults.fog ];
-
-	}
-
-	c = data.defaults.bgcolor;
-	result.bgColor = new THREE.Color();
-	result.bgColor.setRGB( c[0], c[1], c[2] );
-
-	result.bgColorAlpha = data.defaults.bgalpha;
-
-	// synchronous callback
-
-	scope.callbackSync( result );
-
-	// just in case there are no async elements
-
-	async_callback_gate();
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.TextureLoader = function () {
-
-	THREE.EventTarget.call( this );
-
-	this.crossOrigin = null;
-
-};
-
-THREE.TextureLoader.prototype = {
-
-	constructor: THREE.TextureLoader,
-
-	load: function ( url ) {
-
-		var scope = this;
-
-		var image = new Image();
-
-		image.addEventListener( 'load', function () {
-
-			var texture = new THREE.Texture( image );
-			texture.needsUpdate = true;
-
-			scope.dispatchEvent( { type: 'load', content: texture } );
-
-		}, false );
-
-		image.addEventListener( 'error', function () {
-
-			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
-
-		}, false );
-
-		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
-
-		image.src = url;
-
-	}
-
-}
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Material = function () {
-
-	THREE.MaterialLibrary.push( this );
-
-	this.id = THREE.MaterialIdCount ++;
-
-	this.name = '';
-
-	this.side = THREE.FrontSide;
-
-	this.opacity = 1;
-	this.transparent = false;
-
-	this.blending = THREE.NormalBlending;
-
-	this.blendSrc = THREE.SrcAlphaFactor;
-	this.blendDst = THREE.OneMinusSrcAlphaFactor;
-	this.blendEquation = THREE.AddEquation;
-
-	this.depthTest = true;
-	this.depthWrite = true;
-
-	this.polygonOffset = false;
-	this.polygonOffsetFactor = 0;
-	this.polygonOffsetUnits = 0;
-
-	this.alphaTest = 0;
-
-	this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
-
-	this.visible = true;
-
-	this.needsUpdate = true;
-
-};
-
-THREE.Material.prototype.setValues = function ( values ) {
-
-	if ( values === undefined ) return;
-
-	for ( var key in values ) {
-
-		var newValue = values[ key ];
-
-		if ( newValue === undefined ) {
-
-			console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
-			continue;
-
-		}
-
-		if ( key in this ) {
-
-			var currentValue = this[ key ];
-
-			if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {
-
-				currentValue.copy( newValue );
-
-			} else if ( currentValue instanceof THREE.Color && typeof( newValue ) === "number" ) {
-
-				currentValue.setHex( newValue );
-
-			} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
-
-				currentValue.copy( newValue );
-
-			} else {
-
-				this[ key ] = newValue;
-
-			}
-
-		}
-
-	}
-
-};
-
-THREE.Material.prototype.clone = function ( material ) {
-
-	if ( material === undefined ) material = new THREE.Material();
-
-	material.name = this.name;
-
-	material.side = this.side;
-
-	material.opacity = this.opacity;
-	material.transparent = this.transparent;
-
-	material.blending = this.blending;
-
-	material.blendSrc = this.blendSrc;
-	material.blendDst = this.blendDst;
-	material.blendEquation = this.blendEquation;
-
-	material.depthTest = this.depthTest;
-	material.depthWrite = this.depthWrite;
-
-	material.polygonOffset = this.polygonOffset;
-	material.polygonOffsetFactor = this.polygonOffsetFactor;
-	material.polygonOffsetUnits = this.polygonOffsetUnits;
-
-	material.alphaTest = this.alphaTest;
-
-	material.overdraw = this.overdraw;
-
-	material.visible = this.visible;
-
-	return material;
-
-};
-
-THREE.Material.prototype.deallocate = function () {
-
-	var index = THREE.MaterialLibrary.indexOf( this );
-	if ( index !== -1 ) THREE.MaterialLibrary.splice( index, 1 );
-
-};
-
-THREE.MaterialIdCount = 0;
-THREE.MaterialLibrary = [];
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  opacity: <float>,
- *
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  linewidth: <float>,
- *  linecap: "round",
- *  linejoin: "round",
- *
- *  vertexColors: <bool>
- *
- *  fog: <bool>
- * }
- */
-
-THREE.LineBasicMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff );
-
-	this.linewidth = 1;
-	this.linecap = 'round';
-	this.linejoin = 'round';
-
-	this.vertexColors = false;
-
-	this.fog = true;
-
-	this.setValues( parameters );
-
-};
-
-THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.LineBasicMaterial.prototype.clone = function () {
-
-	var material = new THREE.LineBasicMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-
-	material.linewidth = this.linewidth;
-	material.linecap = this.linecap;
-	material.linejoin = this.linejoin;
-
-	material.vertexColors = this.vertexColors;
-
-	material.fog = this.fog;
-
-	return material;
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  opacity: <float>,
- *
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  linewidth: <float>,
- *
- *  scale: <float>,
- *  dashSize: <float>,
- *  gapSize: <float>,
- *
- *  vertexColors: <bool>
- *
- *  fog: <bool>
- * }
- */
-
-THREE.LineDashedMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff );
-
-	this.linewidth = 1;
-
-	this.scale = 1;
-	this.dashSize = 3;
-	this.gapSize = 1;
-
-	this.vertexColors = false;
-
-	this.fog = true;
-
-	this.setValues( parameters );
-
-};
-
-THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.LineDashedMaterial.prototype.clone = function () {
-
-	var material = new THREE.LineDashedMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-
-	material.linewidth = this.linewidth;
-
-	material.scale = this.scale;
-	material.dashSize = this.dashSize;
-	material.gapSize = this.gapSize;
-
-	material.vertexColors = this.vertexColors;
-
-	material.fog = this.fog;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  opacity: <float>,
- *  map: new THREE.Texture( <Image> ),
- *
- *  lightMap: new THREE.Texture( <Image> ),
- *
- *  specularMap: new THREE.Texture( <Image> ),
- *
- *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- *  combine: THREE.Multiply,
- *  reflectivity: <float>,
- *  refractionRatio: <float>,
- *
- *  shading: THREE.SmoothShading,
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>,
- *
- *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- *  skinning: <bool>,
- *  morphTargets: <bool>,
- *
- *  fog: <bool>
- * }
- */
-
-THREE.MeshBasicMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff ); // emissive
-
-	this.map = null;
-
-	this.lightMap = null;
-
-	this.specularMap = null;
-
-	this.envMap = null;
-	this.combine = THREE.MultiplyOperation;
-	this.reflectivity = 1;
-	this.refractionRatio = 0.98;
-
-	this.fog = true;
-
-	this.shading = THREE.SmoothShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-	this.wireframeLinecap = 'round';
-	this.wireframeLinejoin = 'round';
-
-	this.vertexColors = THREE.NoColors;
-
-	this.skinning = false;
-	this.morphTargets = false;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshBasicMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshBasicMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-
-	material.map = this.map;
-
-	material.lightMap = this.lightMap;
-
-	material.specularMap = this.specularMap;
-
-	material.envMap = this.envMap;
-	material.combine = this.combine;
-	material.reflectivity = this.reflectivity;
-	material.refractionRatio = this.refractionRatio;
-
-	material.fog = this.fog;
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-	material.wireframeLinecap = this.wireframeLinecap;
-	material.wireframeLinejoin = this.wireframeLinejoin;
-
-	material.vertexColors = this.vertexColors;
-
-	material.skinning = this.skinning;
-	material.morphTargets = this.morphTargets;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  ambient: <hex>,
- *  emissive: <hex>,
- *  opacity: <float>,
- *
- *  map: new THREE.Texture( <Image> ),
- *
- *  lightMap: new THREE.Texture( <Image> ),
- *
- *  specularMap: new THREE.Texture( <Image> ),
- *
- *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- *  combine: THREE.Multiply,
- *  reflectivity: <float>,
- *  refractionRatio: <float>,
- *
- *  shading: THREE.SmoothShading,
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>,
- *
- *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- *  skinning: <bool>,
- *  morphTargets: <bool>,
- *  morphNormals: <bool>,
- *
- *	fog: <bool>
- * }
- */
-
-THREE.MeshLambertMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff ); // diffuse
-	this.ambient = new THREE.Color( 0xffffff );
-	this.emissive = new THREE.Color( 0x000000 );
-
-	this.wrapAround = false;
-	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
-
-	this.map = null;
-
-	this.lightMap = null;
-
-	this.specularMap = null;
-
-	this.envMap = null;
-	this.combine = THREE.MultiplyOperation;
-	this.reflectivity = 1;
-	this.refractionRatio = 0.98;
-
-	this.fog = true;
-
-	this.shading = THREE.SmoothShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-	this.wireframeLinecap = 'round';
-	this.wireframeLinejoin = 'round';
-
-	this.vertexColors = THREE.NoColors;
-
-	this.skinning = false;
-	this.morphTargets = false;
-	this.morphNormals = false;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshLambertMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshLambertMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-	material.ambient.copy( this.ambient );
-	material.emissive.copy( this.emissive );
-
-	material.wrapAround = this.wrapAround;
-	material.wrapRGB.copy( this.wrapRGB );
-
-	material.map = this.map;
-
-	material.lightMap = this.lightMap;
-
-	material.specularMap = this.specularMap;
-
-	material.envMap = this.envMap;
-	material.combine = this.combine;
-	material.reflectivity = this.reflectivity;
-	material.refractionRatio = this.refractionRatio;
-
-	material.fog = this.fog;
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-	material.wireframeLinecap = this.wireframeLinecap;
-	material.wireframeLinejoin = this.wireframeLinejoin;
-
-	material.vertexColors = this.vertexColors;
-
-	material.skinning = this.skinning;
-	material.morphTargets = this.morphTargets;
-	material.morphNormals = this.morphNormals;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  ambient: <hex>,
- *  emissive: <hex>,
- *  specular: <hex>,
- *  shininess: <float>,
- *  opacity: <float>,
- *
- *  map: new THREE.Texture( <Image> ),
- *
- *  lightMap: new THREE.Texture( <Image> ),
- *
- *  bumpMap: new THREE.Texture( <Image> ),
- *  bumpScale: <float>,
- *
- *  normalMap: new THREE.Texture( <Image> ),
- *  normalScale: <Vector2>,
- *
- *  specularMap: new THREE.Texture( <Image> ),
- *
- *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- *  combine: THREE.Multiply,
- *  reflectivity: <float>,
- *  refractionRatio: <float>,
- *
- *  shading: THREE.SmoothShading,
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>,
- *
- *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- *  skinning: <bool>,
- *  morphTargets: <bool>,
- *  morphNormals: <bool>,
- *
- *	fog: <bool>
- * }
- */
-
-THREE.MeshPhongMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff ); // diffuse
-	this.ambient = new THREE.Color( 0xffffff );
-	this.emissive = new THREE.Color( 0x000000 );
-	this.specular = new THREE.Color( 0x111111 );
-	this.shininess = 30;
-
-	this.metal = false;
-	this.perPixel = true;
-
-	this.wrapAround = false;
-	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
-
-	this.map = null;
-
-	this.lightMap = null;
-
-	this.bumpMap = null;
-	this.bumpScale = 1;
-
-	this.normalMap = null;
-	this.normalScale = new THREE.Vector2( 1, 1 );
-
-	this.specularMap = null;
-
-	this.envMap = null;
-	this.combine = THREE.MultiplyOperation;
-	this.reflectivity = 1;
-	this.refractionRatio = 0.98;
-
-	this.fog = true;
-
-	this.shading = THREE.SmoothShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-	this.wireframeLinecap = 'round';
-	this.wireframeLinejoin = 'round';
-
-	this.vertexColors = THREE.NoColors;
-
-	this.skinning = false;
-	this.morphTargets = false;
-	this.morphNormals = false;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshPhongMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshPhongMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-	material.ambient.copy( this.ambient );
-	material.emissive.copy( this.emissive );
-	material.specular.copy( this.specular );
-	material.shininess = this.shininess;
-
-	material.metal = this.metal;
-	material.perPixel = this.perPixel;
-
-	material.wrapAround = this.wrapAround;
-	material.wrapRGB.copy( this.wrapRGB );
-
-	material.map = this.map;
-
-	material.lightMap = this.lightMap;
-
-	material.bumpMap = this.bumpMap;
-	material.bumpScale = this.bumpScale;
-
-	material.normalMap = this.normalMap;
-	material.normalScale.copy( this.normalScale );
-
-	material.specularMap = this.specularMap;
-
-	material.envMap = this.envMap;
-	material.combine = this.combine;
-	material.reflectivity = this.reflectivity;
-	material.refractionRatio = this.refractionRatio;
-
-	material.fog = this.fog;
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-	material.wireframeLinecap = this.wireframeLinecap;
-	material.wireframeLinejoin = this.wireframeLinejoin;
-
-	material.vertexColors = this.vertexColors;
-
-	material.skinning = this.skinning;
-	material.morphTargets = this.morphTargets;
-	material.morphNormals = this.morphNormals;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  opacity: <float>,
- 
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- 
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>
- * } 
- */
-
-THREE.MeshDepthMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshDepthMaterial.prototype.clone = function () {
-
-	var material = new THREE.LineBasicMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * parameters = {
- *  opacity: <float>,
- 
- *  shading: THREE.FlatShading,
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- 
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>
- * }
- */
-
-THREE.MeshNormalMaterial = function ( parameters ) {
-
-	THREE.Material.call( this, parameters );
-
-	this.shading = THREE.FlatShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshNormalMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshNormalMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.MeshFaceMaterial = function ( materials ) {
-
-	this.materials = materials instanceof Array ? materials : [];
-
-};
-
-THREE.MeshFaceMaterial.prototype.clone = function () {
-
-	return new THREE.MeshFaceMaterial();
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  opacity: <float>,
- *  map: new THREE.Texture( <Image> ),
- *
- *  size: <float>,
- *
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  vertexColors: <bool>,
- *
- *  fog: <bool>
- * }
- */
-
-THREE.ParticleBasicMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff );
-
-	this.map = null;
-
-	this.size = 1;
-	this.sizeAttenuation = true;
-
-	this.vertexColors = false;
-
-	this.fog = true;
-
-	this.setValues( parameters );
-
-};
-
-THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.ParticleBasicMaterial.prototype.clone = function () {
-
-	var material = new THREE.ParticleBasicMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-
-	material.map = this.map;
-
-	material.size = this.size;
-	material.sizeAttenuation = this.sizeAttenuation;
-
-	material.vertexColors = this.vertexColors;
-
-	material.fog = this.fog;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * parameters = {
- *  color: <hex>,
- *  program: <function>,
- *  opacity: <float>,
- *  blending: THREE.NormalBlending
- * }
- */
-
-THREE.ParticleCanvasMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.color = new THREE.Color( 0xffffff );
-	this.program = function ( context, color ) {};
-
-	this.setValues( parameters );
-
-};
-
-THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.ParticleCanvasMaterial.prototype.clone = function () {
-
-	var material = new THREE.ParticleCanvasMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-	material.program = this.program;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ParticleDOMMaterial = function ( element ) {
-
-	this.element = element;
-
-};
-
-THREE.ParticleDOMMaterial.prototype.clone = function(){
-
-	return new THREE.ParticleDOMMaterial( this.element );
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  fragmentShader: <string>,
- *  vertexShader: <string>,
- *
- *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
- *
- *  defines: { "label" : "value" },
- *
- *  shading: THREE.SmoothShading,
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *
- *  wireframe: <boolean>,
- *  wireframeLinewidth: <float>,
- *
- *  lights: <bool>,
- *
- *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- *  skinning: <bool>,
- *  morphTargets: <bool>,
- *  morphNormals: <bool>,
- *
- *	fog: <bool>
- * }
- */
-
-THREE.ShaderMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.fragmentShader = "void main() {}";
-	this.vertexShader = "void main() {}";
-	this.uniforms = {};
-	this.defines = {};
-	this.attributes = null;
-
-	this.shading = THREE.SmoothShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-
-	this.fog = false; // set to use scene fog
-
-	this.lights = false; // set to use scene lights
-
-	this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
-
-	this.skinning = false; // set to use skinning attribute streams
-
-	this.morphTargets = false; // set to use morph targets
-	this.morphNormals = false; // set to use morph normals
-
-	this.setValues( parameters );
-
-};
-
-THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.ShaderMaterial.prototype.clone = function () {
-
-	var material = new THREE.ShaderMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.fragmentShader = this.fragmentShader;
-	material.vertexShader = this.vertexShader;
-
-	material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
-
-	material.attributes = this.attributes;
-	material.defines = this.defines;
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-
-	material.fog = this.fog;
-
-	material.lights = this.lights;
-
-	material.vertexColors = this.vertexColors;
-
-	material.skinning = this.skinning;
-
-	material.morphTargets = this.morphTargets;
-	material.morphNormals = this.morphNormals;
-
-	return material;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
-
-THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
-	THREE.TextureLibrary.push( this );
-
-	this.id = THREE.TextureIdCount ++;
-
-	this.name = '';
-
-	this.image = image;
-
-	this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
-
-	this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
-	this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
-
-	this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
-	this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
-
-	this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
-
-	this.format = format !== undefined ? format : THREE.RGBAFormat;
-	this.type = type !== undefined ? type : THREE.UnsignedByteType;
-
-	this.offset = new THREE.Vector2( 0, 0 );
-	this.repeat = new THREE.Vector2( 1, 1 );
-
-	this.generateMipmaps = true;
-	this.premultiplyAlpha = false;
-	this.flipY = true;
-
-	this.needsUpdate = false;
-	this.onUpdate = null;
-
-};
-
-THREE.Texture.prototype = {
-
-	constructor: THREE.Texture,
-
-	clone: function () {
-
-		var texture = new THREE.Texture();
-
-		texture.image = this.image;
-
-		texture.mapping = this.mapping;
-
-		texture.wrapS = this.wrapS;
-		texture.wrapT = this.wrapT;
-
-		texture.magFilter = this.magFilter;
-		texture.minFilter = this.minFilter;
-
-		texture.anisotropy = this.anisotropy;
-
-		texture.format = this.format;
-		texture.type = this.type;
-
-		texture.offset.copy( this.offset );
-		texture.repeat.copy( this.repeat );
-
-		texture.generateMipmaps = this.generateMipmaps;
-		texture.premultiplyAlpha = this.premultiplyAlpha;
-		texture.flipY = this.flipY;
-
-		return texture;
-
-	},
-
-	deallocate: function () {
-
-		var index = THREE.TextureLibrary.indexOf( this );
-		if ( index !== -1 ) THREE.TextureLibrary.splice( index, 1 );
-
-	}
-
-};
-
-THREE.TextureIdCount = 0;
-THREE.TextureLibrary = [];
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) {
-
-	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type );
-
-	this.image = { width: width, height: height };
-	this.mipmaps = mipmaps;
-
-};
-
-THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
-
-THREE.CompressedTexture.prototype.clone = function () {
-
-	var texture = new THREE.CompressedTexture();
-
-	texture.image = this.image;
-	texture.mipmaps = this.mipmaps;
-
-	texture.format = this.format;
-	texture.type = this.type;
-
-	texture.mapping = this.mapping;
-
-	texture.wrapS = this.wrapS;
-	texture.wrapT = this.wrapT;
-
-	texture.magFilter = this.magFilter;
-	texture.minFilter = this.minFilter;
-
-	texture.anisotropy = this.anisotropy;
-
-	texture.offset.copy( this.offset );
-	texture.repeat.copy( this.repeat );
-
-	return texture;
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) {
-
-	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type );
-
-	this.image = { data: data, width: width, height: height };
-
-};
-
-THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
-
-THREE.DataTexture.prototype.clone = function () {
-
-	var clonedTexture = new THREE.DataTexture( this.image.data,  this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter );
-
-	clonedTexture.offset.copy( this.offset );
-	clonedTexture.repeat.copy( this.repeat );
-
-	return clonedTexture;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Particle = function ( material ) {
-
-	THREE.Object3D.call( this );
-
-	this.material = material;
-
-};
-
-THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Particle.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.Particle( this.material );
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	return object;
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ParticleSystem = function ( geometry, material ) {
-
-	THREE.Object3D.call( this );
-
-	this.geometry = geometry;
-	this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
-
-	this.sortParticles = false;
-
-	if ( this.geometry ) {
-
-		// calc bound radius
-
-		if( this.geometry.boundingSphere === null ) {
-
-			this.geometry.computeBoundingSphere();
-
-		}
-
-		this.boundRadius = geometry.boundingSphere.radius;
-
-	}
-
-	this.frustumCulled = false;
-
-};
-
-THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.ParticleSystem.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
-	object.sortParticles = this.sortParticles;
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	return object;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Line = function ( geometry, material, type ) {
-
-	THREE.Object3D.call( this );
-
-	this.geometry = geometry;
-	this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
-	this.type = ( type !== undefined ) ? type : THREE.LineStrip;
-
-	if ( this.geometry ) {
-
-		if ( ! this.geometry.boundingSphere ) {
-
-			this.geometry.computeBoundingSphere();
-
-		}
-
-	}
-
-};
-
-THREE.LineStrip = 0;
-THREE.LinePieces = 1;
-
-THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Line.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	return object;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.Mesh = function ( geometry, material ) {
-
-	THREE.Object3D.call( this );
-
-	this.geometry = geometry;
-	this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
-
-	if ( this.geometry ) {
-
-		// calc bound radius
-
-		if ( this.geometry.boundingSphere === null ) {
-
-			this.geometry.computeBoundingSphere();
-
-		}
-
-		this.boundRadius = geometry.boundingSphere.radius;
-
-
-		// setup morph targets
-
-		if ( this.geometry.morphTargets.length ) {
-
-			this.morphTargetBase = -1;
-			this.morphTargetForcedOrder = [];
-			this.morphTargetInfluences = [];
-			this.morphTargetDictionary = {};
-
-			for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) {
-
-				this.morphTargetInfluences.push( 0 );
-				this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
-
-			}
-
-		}
-
-	}
-
-}
-
-THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
-
-	if ( this.morphTargetDictionary[ name ] !== undefined ) {
-
-		return this.morphTargetDictionary[ name ];
-
-	}
-
-	console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
-
-	return 0;
-
-};
-
-THREE.Mesh.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	return object;
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Bone = function( belongsToSkin ) {
-
-	THREE.Object3D.call( this );
-
-	this.skin = belongsToSkin;
-	this.skinMatrix = new THREE.Matrix4();
-
-};
-
-THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) {
-
-	// update local
-
-	if ( this.matrixAutoUpdate ) {
-
-		forceUpdate |= this.updateMatrix();
-
-	}
-
-	// update skin matrix
-
-	if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
-
-		if( parentSkinMatrix ) {
-
-			this.skinMatrix.multiply( parentSkinMatrix, this.matrix );
-
-		} else {
-
-			this.skinMatrix.copy( this.matrix );
-
-		}
-
-		this.matrixWorldNeedsUpdate = false;
-		forceUpdate = true;
-
-	}
-
-	// update children
-
-	var child, i, l = this.children.length;
-
-	for ( i = 0; i < l; i ++ ) {
-
-		this.children[ i ].update( this.skinMatrix, forceUpdate );
-
-	}
-
-};
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
-
-	THREE.Mesh.call( this, geometry, material );
-
-	//
-
-	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
-
-	// init bones
-
-	this.identityMatrix = new THREE.Matrix4();
-
-	this.bones = [];
-	this.boneMatrices = [];
-
-	var b, bone, gbone, p, q, s;
-
-	if ( this.geometry && this.geometry.bones !== undefined ) {
-
-		for ( b = 0; b < this.geometry.bones.length; b ++ ) {
-
-			gbone = this.geometry.bones[ b ];
-
-			p = gbone.pos;
-			q = gbone.rotq;
-			s = gbone.scl;
-
-			bone = this.addBone();
-
-			bone.name = gbone.name;
-			bone.position.set( p[0], p[1], p[2] );
-			bone.quaternion.set( q[0], q[1], q[2], q[3] );
-			bone.useQuaternion = true;
-
-			if ( s !== undefined ) {
-
-				bone.scale.set( s[0], s[1], s[2] );
-
-			} else {
-
-				bone.scale.set( 1, 1, 1 );
-
-			}
-
-		}
-
-		for ( b = 0; b < this.bones.length; b ++ ) {
-
-			gbone = this.geometry.bones[ b ];
-			bone = this.bones[ b ];
-
-			if ( gbone.parent === -1 ) {
-
-				this.add( bone );
-
-			} else {
-
-				this.bones[ gbone.parent ].add( bone );
-
-			}
-
-		}
-
-		//
-
-		var nBones = this.bones.length;
-
-		if ( this.useVertexTexture ) {
-
-			// layout (1 matrix = 4 pixels)
-			//	RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
-			//  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
-			//  	 16x16 pixel texture max   64 bones (16 * 16 / 4)
-			//  	 32x32 pixel texture max  256 bones (32 * 32 / 4)
-			//  	 64x64 pixel texture max 1024 bones (64 * 64 / 4)
-
-			var size;
-
-			if ( nBones > 256 )
-				size = 64;
-			else if ( nBones > 64 )
-				size = 32;
-			else if ( nBones > 16 )
-				size = 16;
-			else
-				size = 8;
-
-			this.boneTextureWidth = size;
-			this.boneTextureHeight = size;
-
-			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
-			this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
-			this.boneTexture.minFilter = THREE.NearestFilter;
-			this.boneTexture.magFilter = THREE.NearestFilter;
-			this.boneTexture.generateMipmaps = false;
-			this.boneTexture.flipY = false;
-
-		} else {
-
-			this.boneMatrices = new Float32Array( 16 * nBones );
-
-		}
-
-		this.pose();
-
-	}
-
-};
-
-THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.SkinnedMesh.prototype.addBone = function( bone ) {
-
-	if ( bone === undefined ) {
-
-		bone = new THREE.Bone( this );
-
-	}
-
-	this.bones.push( bone );
-
-	return bone;
-
-};
-
-THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
-
-	this.matrixAutoUpdate && this.updateMatrix();
-
-	// update matrixWorld
-
-	if ( this.matrixWorldNeedsUpdate || force ) {
-
-		if ( this.parent ) {
-
-			this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
-
-		} else {
-
-			this.matrixWorld.copy( this.matrix );
-
-		}
-
-		this.matrixWorldNeedsUpdate = false;
-
-		force = true;
-
-	}
-
-	// update children
-
-	for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-		var child = this.children[ i ];
-
-		if ( child instanceof THREE.Bone ) {
-
-			child.update( this.identityMatrix, false );
-
-		} else {
-
-			child.updateMatrixWorld( true );
-
-		}
-
-	}
-
-	// make a snapshot of the bones' rest position
-
-	if ( this.boneInverses == undefined ) {
-
-		this.boneInverses = [];
-
-		for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
-			var inverse = new THREE.Matrix4();
-
-			inverse.getInverse( this.bones[ b ].skinMatrix );
-
-			this.boneInverses.push( inverse );
-
-		}
-
-	}
-
-	// flatten bone matrices to array
-
-	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
-		// compute the offset between the current and the original transform;
-
-		//TODO: we could get rid of this multiplication step if the skinMatrix
-		// was already representing the offset; however, this requires some
-		// major changes to the animation system
-
-		THREE.SkinnedMesh.offsetMatrix.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
-
-		THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
-
-	}
-
-	if ( this.useVertexTexture ) {
-
-		this.boneTexture.needsUpdate = true;
-
-	}
-
-};
-
-THREE.SkinnedMesh.prototype.pose = function() {
-
-	this.updateMatrixWorld( true );
-
-	for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
-
-		// normalize weights
-
-		var sw = this.geometry.skinWeights[ i ];
-
-		var scale = 1.0 / sw.lengthManhattan();
-
-		if ( scale !== Infinity ) {
-
-			sw.multiplyScalar( scale );
-
-		} else {
-
-			sw.set( 1 ); // this will be normalized by the shader anyway
-
-		}
-
-	}
-
-};
-
-THREE.SkinnedMesh.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
-
-	THREE.Mesh.prototype.clone.call( this, object );
-
-	return object;
-
-};
-
-THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphAnimMesh = function ( geometry, material ) {
-
-	THREE.Mesh.call( this, geometry, material );
-
-	// API
-
-	this.duration = 1000; // milliseconds
-	this.mirroredLoop = false;
-	this.time = 0;
-
-	// internals
-
-	this.lastKeyframe = 0;
-	this.currentKeyframe = 0;
-
-	this.direction = 1;
-	this.directionBackwards = false;
-
-	this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
-
-};
-
-THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
-
-	this.startKeyframe = start;
-	this.endKeyframe = end;
-
-	this.length = this.endKeyframe - this.startKeyframe + 1;
-
-};
-
-THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
-
-	this.direction = 1;
-	this.directionBackwards = false;
-
-};
-
-THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
-
-	this.direction = -1;
-	this.directionBackwards = true;
-
-};
-
-THREE.MorphAnimMesh.prototype.parseAnimations = function () {
-
-	var geometry = this.geometry;
-
-	if ( ! geometry.animations ) geometry.animations = {};
-
-	var firstAnimation, animations = geometry.animations;
-
-	var pattern = /([a-z]+)(\d+)/;
-
-	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
-
-		var morph = geometry.morphTargets[ i ];
-		var parts = morph.name.match( pattern );
-
-		if ( parts && parts.length > 1 ) {
-
-			var label = parts[ 1 ];
-			var num = parts[ 2 ];
-
-			if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
-
-			var animation = animations[ label ];
-
-			if ( i < animation.start ) animation.start = i;
-			if ( i > animation.end ) animation.end = i;
-
-			if ( ! firstAnimation ) firstAnimation = label;
-
-		}
-
-	}
-
-	geometry.firstAnimation = firstAnimation;
-
-};
-
-THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
-
-	if ( ! this.geometry.animations ) this.geometry.animations = {};
-
-	this.geometry.animations[ label ] = { start: start, end: end };
-
-};
-
-THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
-
-	var animation = this.geometry.animations[ label ];
-
-	if ( animation ) {
-
-		this.setFrameRange( animation.start, animation.end );
-		this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
-		this.time = 0;
-
-	} else {
-
-		console.warn( "animation[" + label + "] undefined" );
-
-	}
-
-};
-
-THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
-
-	var frameTime = this.duration / this.length;
-
-	this.time += this.direction * delta;
-
-	if ( this.mirroredLoop ) {
-
-		if ( this.time > this.duration || this.time < 0 ) {
-
-			this.direction *= -1;
-
-			if ( this.time > this.duration ) {
-
-				this.time = this.duration;
-				this.directionBackwards = true;
-
-			}
-
-			if ( this.time < 0 ) {
-
-				this.time = 0;
-				this.directionBackwards = false;
-
-			}
-
-		}
-
-	} else {
-
-		this.time = this.time % this.duration;
-
-		if ( this.time < 0 ) this.time += this.duration;
-
-	}
-
-	var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
-
-	if ( keyframe !== this.currentKeyframe ) {
-
-		this.morphTargetInfluences[ this.lastKeyframe ] = 0;
-		this.morphTargetInfluences[ this.currentKeyframe ] = 1;
-
-		this.morphTargetInfluences[ keyframe ] = 0;
-
-		this.lastKeyframe = this.currentKeyframe;
-		this.currentKeyframe = keyframe;
-
-	}
-
-	var mix = ( this.time % frameTime ) / frameTime;
-
-	if ( this.directionBackwards ) {
-
-		mix = 1 - mix;
-
-	}
-
-	this.morphTargetInfluences[ this.currentKeyframe ] = mix;
-	this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
-
-};
-
-THREE.MorphAnimMesh.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
-
-	object.duration = this.duration;
-	object.mirroredLoop = this.mirroredLoop;
-	object.time = this.time;
-
-	object.lastKeyframe = this.lastKeyframe;
-	object.currentKeyframe = this.currentKeyframe;
-
-	object.direction = this.direction;
-	object.directionBackwards = this.directionBackwards;
-
-	THREE.Mesh.prototype.clone.call( this, object );
-
-	return object;
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Ribbon = function ( geometry, material ) {
-
-	THREE.Object3D.call( this );
-
-	this.geometry = geometry;
-	this.material = material;
-
-};
-
-THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Ribbon.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	return object;
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LOD = function () {
-
-	THREE.Object3D.call( this );
-
-	this.LODs = [];
-
-};
-
-
-THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
-
-	if ( visibleAtDistance === undefined ) {
-
-		visibleAtDistance = 0;
-
-	}
-
-	visibleAtDistance = Math.abs( visibleAtDistance );
-
-	for ( var l = 0; l < this.LODs.length; l ++ ) {
-
-		if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
-
-			break;
-
-		}
-
-	}
-
-	this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
-	this.add( object3D );
-
-};
-
-THREE.LOD.prototype.update = function ( camera ) {
-
-	if ( this.LODs.length > 1 ) {
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		var inverse  = camera.matrixWorldInverse;
-		var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
-
-		this.LODs[ 0 ].object3D.visible = true;
-
-		for ( var l = 1; l < this.LODs.length; l ++ ) {
-
-			if( distance >= this.LODs[ l ].visibleAtDistance ) {
-
-				this.LODs[ l - 1 ].object3D.visible = false;
-				this.LODs[ l     ].object3D.visible = true;
-
-			} else {
-
-				break;
-
-			}
-
-		}
-
-		for( ; l < this.LODs.length; l ++ ) {
-
-			this.LODs[ l ].object3D.visible = false;
-
-		}
-
-	}
-
-};
-
-THREE.LOD.prototype.clone = function () {
-
-	// TODO
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Sprite = function ( parameters ) {
-
-	THREE.Object3D.call( this );
-
-	parameters = parameters || {};
-
-	this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff );
-	this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture();
-
-	this.blending = ( parameters.blending !== undefined ) ? parameters.blending : THREE.NormalBlending;
-
-	this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor;
-	this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor;
-	this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation;
-
-	this.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true;
-	this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates;
-	this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates;
-	this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance;
-	this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center.clone();
-
-	this.fog = ( parameters.fog !== undefined ) ? parameters.fog : false;
-
-	this.rotation3d = this.rotation;
-	this.rotation = 0;
-	this.opacity = 1;
-
-	this.uvOffset = new THREE.Vector2( 0, 0 );
-	this.uvScale  = new THREE.Vector2( 1, 1 );
-
-};
-
-THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
-
-/*
- * Custom update matrix
- */
-
-THREE.Sprite.prototype.updateMatrix = function () {
-
-	this.matrix.setPosition( this.position );
-
-	this.rotation3d.set( 0, 0, this.rotation );
-	this.matrix.setRotationFromEuler( this.rotation3d );
-
-	if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
-
-		this.matrix.scale( this.scale );
-		this.boundRadiusScale = Math.max( this.scale.x, this.scale.y );
-
-	}
-
-	this.matrixWorldNeedsUpdate = true;
-
-};
-
-THREE.Sprite.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.Sprite( {} );
-
-	object.color.copy( this.color );
-	object.map = this.map;
-	object.blending = this.blending;
-
-	object.useScreenCoordinates = this.useScreenCoordinates;
-	object.mergeWith3D = this.mergeWith3D;
-	object.affectedByDistance = this.affectedByDistance;
-	object.scaleByViewport = this.scaleByViewport;
-	object.alignment = this.alignment;
-
-	object.fog = this.fog;
-
-	object.rotation3d.copy( this.rotation3d );
-	object.rotation = this.rotation;
-	object.opacity = this.opacity;
-
-	object.uvOffset.copy( this.uvOffset );
-	object.uvScale.copy( this.uvScale);
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	return object;
-
-};
-
-/*
- * Alignment
- */
-
-THREE.SpriteAlignment = {};
-THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
-THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
-THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
-THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
-THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
-THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
-THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
-THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
-THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Scene = function () {
-
-	THREE.Object3D.call( this );
-
-	this.fog = null;
-	this.overrideMaterial = null;
-
-	this.matrixAutoUpdate = false;
-
-	this.__objects = [];
-	this.__lights = [];
-
-	this.__objectsAdded = [];
-	this.__objectsRemoved = [];
-
-};
-
-THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Scene.prototype.__addObject = function ( object ) {
-
-	if ( object instanceof THREE.Light ) {
-
-		if ( this.__lights.indexOf( object ) === - 1 ) {
-
-			this.__lights.push( object );
-
-		}
-
-		if ( object.target && object.target.parent === undefined ) {
-
-			this.add( object.target );
-
-		}
-
-	} else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
-
-		if ( this.__objects.indexOf( object ) === - 1 ) {
-
-			this.__objects.push( object );
-			this.__objectsAdded.push( object );
-
-			// check if previously removed
-
-			var i = this.__objectsRemoved.indexOf( object );
-
-			if ( i !== -1 ) {
-
-				this.__objectsRemoved.splice( i, 1 );
-
-			}
-
-		}
-
-	}
-
-	for ( var c = 0; c < object.children.length; c ++ ) {
-
-		this.__addObject( object.children[ c ] );
-
-	}
-
-};
-
-THREE.Scene.prototype.__removeObject = function ( object ) {
-
-	if ( object instanceof THREE.Light ) {
-
-		var i = this.__lights.indexOf( object );
-
-		if ( i !== -1 ) {
-
-			this.__lights.splice( i, 1 );
-
-		}
-
-	} else if ( !( object instanceof THREE.Camera ) ) {
-
-		var i = this.__objects.indexOf( object );
-
-		if( i !== -1 ) {
-
-			this.__objects.splice( i, 1 );
-			this.__objectsRemoved.push( object );
-
-			// check if previously added
-
-			var ai = this.__objectsAdded.indexOf( object );
-
-			if ( ai !== -1 ) {
-
-				this.__objectsAdded.splice( ai, 1 );
-
-			}
-
-		}
-
-	}
-
-	for ( var c = 0; c < object.children.length; c ++ ) {
-
-		this.__removeObject( object.children[ c ] );
-
-	}
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Fog = function ( hex, near, far ) {
-
-	this.name = '';
-
-	this.color = new THREE.Color( hex );
-
-	this.near = ( near !== undefined ) ? near : 1;
-	this.far = ( far !== undefined ) ? far : 1000;
-
-};
-
-THREE.Fog.prototype.clone = function () {
-
-	return new THREE.Fog( this.color.getHex(), this.near, this.far );
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.FogExp2 = function ( hex, density ) {
-
-	this.name = '';
-	this.color = new THREE.Color( hex );
-	this.density = ( density !== undefined ) ? density : 0.00025;
-
-};
-
-THREE.FogExp2.prototype.clone = function () {
-
-	return new THREE.FogExp2( this.color.getHex(), this.density );
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CanvasRenderer = function ( parameters ) {
-
-	console.log( 'THREE.CanvasRenderer', THREE.REVISION );
-
-	parameters = parameters || {};
-
-	var _this = this,
-	_renderData, _elements, _lights,
-	_projector = new THREE.Projector(),
-
-	_canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
-
-	_canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
-	_context = _canvas.getContext( '2d' ),
-
-	_clearColor = new THREE.Color( 0x000000 ),
-	_clearOpacity = 0,
-
-	_contextGlobalAlpha = 1,
-	_contextGlobalCompositeOperation = 0,
-	_contextStrokeStyle = null,
-	_contextFillStyle = null,
-	_contextLineWidth = null,
-	_contextLineCap = null,
-	_contextLineJoin = null,
-
-	_v1, _v2, _v3, _v4,
-	_v5 = new THREE.RenderableVertex(),
-	_v6 = new THREE.RenderableVertex(),
-
-	_v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
-	_v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
-
-	_color = new THREE.Color(),
-	_color1 = new THREE.Color(),
-	_color2 = new THREE.Color(),
-	_color3 = new THREE.Color(),
-	_color4 = new THREE.Color(),
-
-	_diffuseColor = new THREE.Color(),
-	_emissiveColor = new THREE.Color(),
-
-	_patterns = {}, _imagedatas = {},
-
-	_near, _far,
-
-	_image, _uvs,
-	_uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
-
-	_clipRect = new THREE.Rectangle(),
-	_clearRect = new THREE.Rectangle(),
-	_bboxRect = new THREE.Rectangle(),
-
-	_enableLighting = false,
-	_ambientLight = new THREE.Color(),
-	_directionalLights = new THREE.Color(),
-	_pointLights = new THREE.Color(),
-
-	_pi2 = Math.PI * 2,
-	_vector3 = new THREE.Vector3(), // Needed for PointLight
-
-	_pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
-	_gradientMap, _gradientMapContext, _gradientMapQuality = 16;
-
-	_pixelMap = document.createElement( 'canvas' );
-	_pixelMap.width = _pixelMap.height = 2;
-
-	_pixelMapContext = _pixelMap.getContext( '2d' );
-	_pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
-	_pixelMapContext.fillRect( 0, 0, 2, 2 );
-
-	_pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
-	_pixelMapData = _pixelMapImage.data;
-
-	_gradientMap = document.createElement( 'canvas' );
-	_gradientMap.width = _gradientMap.height = _gradientMapQuality;
-
-	_gradientMapContext = _gradientMap.getContext( '2d' );
-	_gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
-	_gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
-
-	_gradientMapQuality --; // Fix UVs
-
-	this.domElement = _canvas;
-
-	this.autoClear = true;
-	this.sortObjects = true;
-	this.sortElements = true;
-
-	this.info = {
-
-		render: {
-
-			vertices: 0,
-			faces: 0
-
-		}
-
-	}
-
-	this.setSize = function ( width, height ) {
-
-		_canvasWidth = width;
-		_canvasHeight = height;
-		_canvasWidthHalf = Math.floor( _canvasWidth / 2 );
-		_canvasHeightHalf = Math.floor( _canvasHeight / 2 );
-
-		_canvas.width = _canvasWidth;
-		_canvas.height = _canvasHeight;
-
-		_clipRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
-		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
-
-		_contextGlobalAlpha = 1;
-		_contextGlobalCompositeOperation = 0;
-		_contextStrokeStyle = null;
-		_contextFillStyle = null;
-		_contextLineWidth = null;
-		_contextLineCap = null;
-		_contextLineJoin = null;
-
-	};
-
-	this.setClearColor = function ( color, opacity ) {
-
-		_clearColor.copy( color );
-		_clearOpacity = opacity !== undefined ? opacity : 1;
-
-		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
-
-	};
-
-	this.setClearColorHex = function ( hex, opacity ) {
-
-		_clearColor.setHex( hex );
-		_clearOpacity = opacity !== undefined ? opacity : 1;
-
-		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
-
-	};
-
-	this.getMaxAnisotropy  = function () {
-
-		return 0;
-
-	};
-
-	this.clear = function () {
-
-		_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
-
-		if ( _clearRect.isEmpty() === false ) {
-
-			_clearRect.minSelf( _clipRect );
-			_clearRect.inflate( 2 );
-
-			if ( _clearOpacity < 1 ) {
-
-				_context.clearRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) );
-
-			}
-
-			if ( _clearOpacity > 0 ) {
-
-				setBlending( THREE.NormalBlending );
-				setOpacity( 1 );
-
-				setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );
-
-				_context.fillRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) );
-
-			}
-
-			_clearRect.empty();
-
-		}
-
-
-	};
-
-	this.render = function ( scene, camera ) {
-
-		if ( camera instanceof THREE.Camera === false ) {
-
-			console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
-			return;
-
-		}
-
-		var e, el, element, material;
-
-		this.autoClear === true
-			? this.clear()
-			: _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
-
-		_this.info.render.vertices = 0;
-		_this.info.render.faces = 0;
-
-		_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
-		_elements = _renderData.elements;
-		_lights = _renderData.lights;
-
-		/* DEBUG
-		_context.fillStyle = 'rgba( 0, 255, 255, 0.5 )';
-		_context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() );
-		*/
-
-		_enableLighting = _lights.length > 0;
-
-		if ( _enableLighting === true ) {
-
-			 calculateLights();
-
-		}
-
-		for ( e = 0, el = _elements.length; e < el; e++ ) {
-
-			element = _elements[ e ];
-
-			material = element.material;
-
-			if ( material === undefined || material.visible === false ) continue;
-
-			_bboxRect.empty();
-
-			if ( element instanceof THREE.RenderableParticle ) {
-
-				_v1 = element;
-				_v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
-
-				renderParticle( _v1, element, material, scene );
-
-			} else if ( element instanceof THREE.RenderableLine ) {
-
-				_v1 = element.v1; _v2 = element.v2;
-
-				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
-				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
-
-				_bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y );
-				_bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y );
-
-				if ( _clipRect.intersects( _bboxRect ) === true ) {
-
-					renderLine( _v1, _v2, element, material, scene );
-
-				}
-
-
-			} else if ( element instanceof THREE.RenderableFace3 ) {
-
-				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
-
-				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
-				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
-				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
-
-				if ( material.overdraw === true ) {
-
-					expand( _v1.positionScreen, _v2.positionScreen );
-					expand( _v2.positionScreen, _v3.positionScreen );
-					expand( _v3.positionScreen, _v1.positionScreen );
-
-				}
-
-				_bboxRect.add3Points( _v1.positionScreen.x, _v1.positionScreen.y,
-						      _v2.positionScreen.x, _v2.positionScreen.y,
-						      _v3.positionScreen.x, _v3.positionScreen.y );
-
-				if ( _clipRect.intersects( _bboxRect ) === true ) {
-
-					renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene );
-
-				}
-
-			} else if ( element instanceof THREE.RenderableFace4 ) {
-
-				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
-
-				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
-				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
-				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
-				_v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
-
-				_v5.positionScreen.copy( _v2.positionScreen );
-				_v6.positionScreen.copy( _v4.positionScreen );
-
-				if ( material.overdraw === true ) {
-
-					expand( _v1.positionScreen, _v2.positionScreen );
-					expand( _v2.positionScreen, _v4.positionScreen );
-					expand( _v4.positionScreen, _v1.positionScreen );
-
-					expand( _v3.positionScreen, _v5.positionScreen );
-					expand( _v3.positionScreen, _v6.positionScreen );
-
-				}
-
-				_bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y );
-				_bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y );
-				_bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y );
-				_bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y );
-
-				if ( _clipRect.intersects( _bboxRect ) === true ) {
-
-					renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );
-
-				}
-
-			}
-
-			/* DEBUG
-			_context.lineWidth = 1;
-			_context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )';
-			_context.strokeRect( _bboxRect.getX(), _bboxRect.getY(), _bboxRect.getWidth(), _bboxRect.getHeight() );
-			*/
-
-			_clearRect.addRectangle( _bboxRect );
-
-
-		}
-
-		/* DEBUG
-		_context.lineWidth = 1;
-		_context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )';
-		_context.strokeRect( _clearRect.getX(), _clearRect.getY(), _clearRect.getWidth(), _clearRect.getHeight() );
-		*/
-
-		_context.setTransform( 1, 0, 0, 1, 0, 0 );
-
-		//
-
-		function calculateLights() {
-
-			_ambientLight.setRGB( 0, 0, 0 );
-			_directionalLights.setRGB( 0, 0, 0 );
-			_pointLights.setRGB( 0, 0, 0 );
-
-			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
-
-				var light = _lights[ l ];
-				var lightColor = light.color;
-
-				if ( light instanceof THREE.AmbientLight ) {
-
-					_ambientLight.r += lightColor.r;
-					_ambientLight.g += lightColor.g;
-					_ambientLight.b += lightColor.b;
-
-				} else if ( light instanceof THREE.DirectionalLight ) {
-
-					// for particles
-
-					_directionalLights.r += lightColor.r;
-					_directionalLights.g += lightColor.g;
-					_directionalLights.b += lightColor.b;
-
-				} else if ( light instanceof THREE.PointLight ) {
-
-					// for particles
-
-					_pointLights.r += lightColor.r;
-					_pointLights.g += lightColor.g;
-					_pointLights.b += lightColor.b;
-
-				}
-
-			}
-
-		}
-
-		function calculateLight( position, normal, color ) {
-
-			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
-
-				var light = _lights[ l ];
-				var lightColor = light.color;
-
-				if ( light instanceof THREE.DirectionalLight ) {
-
-					var lightPosition = light.matrixWorld.getPosition().normalize();
-
-					var amount = normal.dot( lightPosition );
-
-					if ( amount <= 0 ) continue;
-
-					amount *= light.intensity;
-
-					color.r += lightColor.r * amount;
-					color.g += lightColor.g * amount;
-					color.b += lightColor.b * amount;
-
-				} else if ( light instanceof THREE.PointLight ) {
-
-					var lightPosition = light.matrixWorld.getPosition();
-
-					var amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() );
-
-					if ( amount <= 0 ) continue;
-
-					amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
-
-					if ( amount == 0 ) continue;
-
-					amount *= light.intensity;
-
-					color.r += lightColor.r * amount;
-					color.g += lightColor.g * amount;
-					color.b += lightColor.b * amount;
-
-				}
-
-			}
-
-		}
-
-		function renderParticle( v1, element, material, scene ) {
-
-			setOpacity( material.opacity );
-			setBlending( material.blending );
-
-			var width, height, scaleX, scaleY,
-			bitmap, bitmapWidth, bitmapHeight;
-
-			if ( material instanceof THREE.ParticleBasicMaterial ) {
-
-				if ( material.map === null ) {
-
-					scaleX = element.object.scale.x;
-					scaleY = element.object.scale.y;
-
-					// TODO: Be able to disable this
-
-					scaleX *= element.scale.x * _canvasWidthHalf;
-					scaleY *= element.scale.y * _canvasHeightHalf;
-
-					_bboxRect.set( v1.x - scaleX, v1.y - scaleY, v1.x  + scaleX, v1.y + scaleY );
-
-					if ( _clipRect.intersects( _bboxRect ) === false ) {
-
-						return;
-
-					}
-
-					setFillStyle( material.color.getContextStyle() );
-
-					_context.save();
-					_context.translate( v1.x, v1.y );
-					_context.rotate( - element.rotation );
-					_context.scale( scaleX, scaleY );
-					_context.fillRect( -1, -1, 2, 2 );
-					_context.restore();
-
-				} else {
-
-					bitmap = material.map.image;
-					bitmapWidth = bitmap.width >> 1;
-					bitmapHeight = bitmap.height >> 1;
-
-					scaleX = element.scale.x * _canvasWidthHalf;
-					scaleY = element.scale.y * _canvasHeightHalf;
-
-					width = scaleX * bitmapWidth;
-					height = scaleY * bitmapHeight;
-
-					// TODO: Rotations break this...
-
-					_bboxRect.set( v1.x - width, v1.y - height, v1.x  + width, v1.y + height );
-
-					if ( _clipRect.intersects( _bboxRect ) === false ) {
-
-						return;
-
-					}
-
-					_context.save();
-					_context.translate( v1.x, v1.y );
-					_context.rotate( - element.rotation );
-					_context.scale( scaleX, - scaleY );
-
-					_context.translate( - bitmapWidth, - bitmapHeight );
-					_context.drawImage( bitmap, 0, 0 );
-					_context.restore();
-
-				}
-
-				/* DEBUG
-				setStrokeStyle( 'rgb(255,255,0)' );
-				_context.beginPath();
-				_context.moveTo( v1.x - 10, v1.y );
-				_context.lineTo( v1.x + 10, v1.y );
-				_context.moveTo( v1.x, v1.y - 10 );
-				_context.lineTo( v1.x, v1.y + 10 );
-				_context.stroke();
-				*/
-
-			} else if ( material instanceof THREE.ParticleCanvasMaterial ) {
-
-				width = element.scale.x * _canvasWidthHalf;
-				height = element.scale.y * _canvasHeightHalf;
-
-				_bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height );
-
-				if ( _clipRect.intersects( _bboxRect ) === false ) {
-
-					return;
-
-				}
-
-				setStrokeStyle( material.color.getContextStyle() );
-				setFillStyle( material.color.getContextStyle() );
-
-				_context.save();
-				_context.translate( v1.x, v1.y );
-				_context.rotate( - element.rotation );
-				_context.scale( width, height );
-
-				material.program( _context );
-
-				_context.restore();
-
-			}
-
-		}
-
-		function renderLine( v1, v2, element, material, scene ) {
-
-			setOpacity( material.opacity );
-			setBlending( material.blending );
-
-			_context.beginPath();
-			_context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
-			_context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
-
-			if ( material instanceof THREE.LineBasicMaterial ) {
-
-				setLineWidth( material.linewidth );
-				setLineCap( material.linecap );
-				setLineJoin( material.linejoin );
-				setStrokeStyle( material.color.getContextStyle() );
-
-				_context.stroke();
-				_bboxRect.inflate( material.linewidth * 2 );
-
-			}
-
-		}
-
-		function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) {
-
-			_this.info.render.vertices += 3;
-			_this.info.render.faces ++;
-
-			setOpacity( material.opacity );
-			setBlending( material.blending );
-
-			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
-			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
-			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
-
-			drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
-
-			if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null && material.map === null ) {
-
-				_diffuseColor.copy( material.color );
-				_emissiveColor.copy( material.emissive );
-
-				if ( material.vertexColors === THREE.FaceColors ) {
-
-					_diffuseColor.r *= element.color.r;
-					_diffuseColor.g *= element.color.g;
-					_diffuseColor.b *= element.color.b;
-
-				}
-
-				if ( _enableLighting === true ) {
-
-					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
-
-						_color1.r = _color2.r = _color3.r = _ambientLight.r;
-						_color1.g = _color2.g = _color3.g = _ambientLight.g;
-						_color1.b = _color2.b = _color3.b = _ambientLight.b;
-
-						calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
-						calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
-						calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 );
-
-						_color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
-						_color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
-						_color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;
-
-						_color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
-						_color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
-						_color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;
-
-						_color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
-						_color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
-						_color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;
-
-						_color4.r = ( _color2.r + _color3.r ) * 0.5;
-						_color4.g = ( _color2.g + _color3.g ) * 0.5;
-						_color4.b = ( _color2.b + _color3.b ) * 0.5;
-
-						_image = getGradientTexture( _color1, _color2, _color3, _color4 );
-
-						clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
-
-					} else {
-
-						_color.r = _ambientLight.r;
-						_color.g = _ambientLight.g;
-						_color.b = _ambientLight.b;
-
-						calculateLight( element.centroidWorld, element.normalWorld, _color );
-
-						_color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
-						_color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
-						_color.b = _color.b * _diffuseColor.b + _emissiveColor.b;
-
-						material.wireframe === true
-							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
-							: fillPath( _color );
-
-					}
-
-				} else {
-
-					material.wireframe === true
-						? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
-						: fillPath( material.color );
-
-				}
-
-			} else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
-
-				if ( material.map !== null ) {
-
-					if ( material.map.mapping instanceof THREE.UVMapping ) {
-
-						_uvs = element.uvs[ 0 ];
-						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map );
-
-					}
-
-
-				} else if ( material.envMap !== null ) {
-
-					if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
-
-						var cameraMatrix = camera.matrixWorldInverse;
-
-						_vector3.copy( element.vertexNormalsWorld[ uv1 ] );
-						_uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
-						_uv1y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
-
-						_vector3.copy( element.vertexNormalsWorld[ uv2 ] );
-						_uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
-						_uv2y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
-
-						_vector3.copy( element.vertexNormalsWorld[ uv3 ] );
-						_uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
-						_uv3y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
-
-						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
-
-					}/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
-
-
-
-					}*/
-
-
-				} else {
-
-					_color.copy( material.color );
-
-					if ( material.vertexColors === THREE.FaceColors ) {
-
-						_color.r *= element.color.r;
-						_color.g *= element.color.g;
-						_color.b *= element.color.b;
-
-					}
-
-					material.wireframe === true
-						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
-						: fillPath( _color );
-
-				}
-
-			} else if ( material instanceof THREE.MeshDepthMaterial ) {
-
-				_near = camera.near;
-				_far = camera.far;
-
-				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
-				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
-				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
-
-				_color4.r = ( _color2.r + _color3.r ) * 0.5;
-				_color4.g = ( _color2.g + _color3.g ) * 0.5;
-				_color4.b = ( _color2.b + _color3.b ) * 0.5;
-
-				_image = getGradientTexture( _color1, _color2, _color3, _color4 );
-
-				clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
-
-			} else if ( material instanceof THREE.MeshNormalMaterial ) {
-
-				_color.r = normalToComponent( element.normalWorld.x );
-				_color.g = normalToComponent( element.normalWorld.y );
-				_color.b = normalToComponent( element.normalWorld.z );
-
-				material.wireframe === true
-					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
-					: fillPath( _color );
-
-			}
-
-		}
-
-		function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) {
-
-			_this.info.render.vertices += 4;
-			_this.info.render.faces ++;
-
-			setOpacity( material.opacity );
-			setBlending( material.blending );
-
-			if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
-
-				// Let renderFace3() handle this
-
-				renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene );
-				renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene );
-
-				return;
-
-			}
-
-			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
-			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
-			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
-			_v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
-			_v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
-			_v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
-
-			if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
-
-				_diffuseColor.copy( material.color );
-				_emissiveColor.copy( material.emissive );
-
-				if ( material.vertexColors === THREE.FaceColors ) {
-
-					_diffuseColor.r *= element.color.r;
-					_diffuseColor.g *= element.color.g;
-					_diffuseColor.b *= element.color.b;
-
-				}
-
-				if ( _enableLighting === true ) {
-
-					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
-
-						_color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r;
-						_color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g;
-						_color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b;
-
-						calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
-						calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
-						calculateLight( element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 );
-						calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 );
-
-						_color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
-						_color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
-						_color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;
-
-						_color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
-						_color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
-						_color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;
-
-						_color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
-						_color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
-						_color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;
-
-						_color4.r = _color4.r * _diffuseColor.r + _emissiveColor.r;
-						_color4.g = _color4.g * _diffuseColor.g + _emissiveColor.g;
-						_color4.b = _color4.b * _diffuseColor.b + _emissiveColor.b;
-
-						_image = getGradientTexture( _color1, _color2, _color3, _color4 );
-
-						// TODO: UVs are incorrect, v4->v3?
-
-						drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
-						clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
-
-						drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
-						clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
-
-					} else {
-
-						_color.r = _ambientLight.r;
-						_color.g = _ambientLight.g;
-						_color.b = _ambientLight.b;
-
-						calculateLight( element.centroidWorld, element.normalWorld, _color );
-
-						_color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
-						_color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
-						_color.b = _color.b * _diffuseColor.b + _emissiveColor.b;
-
-						drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
-
-						material.wireframe === true
-							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
-							: fillPath( _color );
-
-					}
-
-				} else {
-
-					_color.r = _diffuseColor.r + _emissiveColor.r;
-					_color.g = _diffuseColor.g + _emissiveColor.g;
-					_color.b = _diffuseColor.b + _emissiveColor.b;
-
-					drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
-
-					material.wireframe === true
-						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
-						: fillPath( _color );
-
-				}
-
-			} else if ( material instanceof THREE.MeshBasicMaterial ) {
-
-				_color.copy( material.color );
-
-				if ( material.vertexColors === THREE.FaceColors ) {
-
-					_color.r *= element.color.r;
-					_color.g *= element.color.g;
-					_color.b *= element.color.b;
-
-				}
-
-				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
-
-				material.wireframe === true
-					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
-					: fillPath( _color );
-
-			} else if ( material instanceof THREE.MeshNormalMaterial ) {
-
-				_color.r = normalToComponent( element.normalWorld.x );
-				_color.g = normalToComponent( element.normalWorld.y );
-				_color.b = normalToComponent( element.normalWorld.z );
-
-				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
-
-				material.wireframe === true
-					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
-					: fillPath( _color );
-
-			} else if ( material instanceof THREE.MeshDepthMaterial ) {
-
-				_near = camera.near;
-				_far = camera.far;
-
-				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
-				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
-				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far );
-				_color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
-
-				_image = getGradientTexture( _color1, _color2, _color3, _color4 );
-
-				// TODO: UVs are incorrect, v4->v3?
-
-				drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
-				clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
-
-				drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
-				clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
-
-			}
-
-		}
-
-		//
-
-		function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
-
-			_context.beginPath();
-			_context.moveTo( x0, y0 );
-			_context.lineTo( x1, y1 );
-			_context.lineTo( x2, y2 );
-			_context.closePath();
-
-		}
-
-		function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
-
-			_context.beginPath();
-			_context.moveTo( x0, y0 );
-			_context.lineTo( x1, y1 );
-			_context.lineTo( x2, y2 );
-			_context.lineTo( x3, y3 );
-			_context.closePath();
-
-		}
-
-		function strokePath( color, linewidth, linecap, linejoin ) {
-
-			setLineWidth( linewidth );
-			setLineCap( linecap );
-			setLineJoin( linejoin );
-			setStrokeStyle( color.getContextStyle() );
-
-			_context.stroke();
-
-			_bboxRect.inflate( linewidth * 2 );
-
-		}
-
-		function fillPath( color ) {
-
-			setFillStyle( color.getContextStyle() );
-			_context.fill();
-
-		}
-
-		function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
-
-			if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
-
-			if ( texture.needsUpdate === true ) {
-
-				var repeatX = texture.wrapS == THREE.RepeatWrapping;
-				var repeatY = texture.wrapT == THREE.RepeatWrapping;
-
-				_patterns[ texture.id ] = _context.createPattern(
-					texture.image, repeatX === true && repeatY === true
-						? 'repeat'
-						: repeatX === true && repeatY === false
-							? 'repeat-x'
-							: repeatX === false && repeatY === true
-								? 'repeat-y'
-								: 'no-repeat'
-				);
-
-				texture.needsUpdate = false;
-
-			}
-
-			_patterns[ texture.id ] === undefined
-				? setFillStyle( 'rgba(0,0,0,1)' )
-				: setFillStyle( _patterns[ texture.id ] );
-
-			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
-
-			var a, b, c, d, e, f, det, idet,
-			offsetX = texture.offset.x / texture.repeat.x,
-			offsetY = texture.offset.y / texture.repeat.y,
-			width = texture.image.width * texture.repeat.x,
-			height = texture.image.height * texture.repeat.y;
-
-			u0 = ( u0 + offsetX ) * width;
-			v0 = ( 1.0 - v0 + offsetY ) * height;
-
-			u1 = ( u1 + offsetX ) * width;
-			v1 = ( 1.0 - v1 + offsetY ) * height;
-
-			u2 = ( u2 + offsetX ) * width;
-			v2 = ( 1.0 - v2 + offsetY ) * height;
-
-			x1 -= x0; y1 -= y0;
-			x2 -= x0; y2 -= y0;
-
-			u1 -= u0; v1 -= v0;
-			u2 -= u0; v2 -= v0;
-
-			det = u1 * v2 - u2 * v1;
-
-			if ( det === 0 ) {
-
-				if ( _imagedatas[ texture.id ] === undefined ) {
-
-					var canvas = document.createElement( 'canvas' )
-					canvas.width = texture.image.width;
-					canvas.height = texture.image.height;
-
-					var context = canvas.getContext( '2d' );
-					context.drawImage( texture.image, 0, 0 );
-
-					_imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
-
-				}
-
-				var data = _imagedatas[ texture.id ];
-				var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
-
-				_color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
-				fillPath( _color );
-
-				return;
-
-			}
-
-			idet = 1 / det;
-
-			a = ( v2 * x1 - v1 * x2 ) * idet;
-			b = ( v2 * y1 - v1 * y2 ) * idet;
-			c = ( u1 * x2 - u2 * x1 ) * idet;
-			d = ( u1 * y2 - u2 * y1 ) * idet;
-
-			e = x0 - a * u0 - c * v0;
-			f = y0 - b * u0 - d * v0;
-
-			_context.save();
-			_context.transform( a, b, c, d, e, f );
-			_context.fill();
-			_context.restore();
-
-		}
-
-		function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
-
-			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
-
-			var a, b, c, d, e, f, det, idet,
-			width = image.width - 1,
-			height = image.height - 1;
-
-			u0 *= width; v0 *= height;
-			u1 *= width; v1 *= height;
-			u2 *= width; v2 *= height;
-
-			x1 -= x0; y1 -= y0;
-			x2 -= x0; y2 -= y0;
-
-			u1 -= u0; v1 -= v0;
-			u2 -= u0; v2 -= v0;
-
-			det = u1 * v2 - u2 * v1;
-
-			idet = 1 / det;
-
-			a = ( v2 * x1 - v1 * x2 ) * idet;
-			b = ( v2 * y1 - v1 * y2 ) * idet;
-			c = ( u1 * x2 - u2 * x1 ) * idet;
-			d = ( u1 * y2 - u2 * y1 ) * idet;
-
-			e = x0 - a * u0 - c * v0;
-			f = y0 - b * u0 - d * v0;
-
-			_context.save();
-			_context.transform( a, b, c, d, e, f );
-			_context.clip();
-			_context.drawImage( image, 0, 0 );
-			_context.restore();
-
-		}
-
-		function getGradientTexture( color1, color2, color3, color4 ) {
-
-			// http://mrdoob.com/blog/post/710
-
-			_pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
-			_pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
-			_pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
-
-			_pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
-			_pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
-			_pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
-
-			_pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
-			_pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
-			_pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
-
-			_pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
-			_pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
-			_pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
-
-			_pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
-			_gradientMapContext.drawImage( _pixelMap, 0, 0 );
-
-			return _gradientMap;
-
-		}
-
-		function smoothstep( value, min, max ) {
-
-			var x = ( value - min ) / ( max - min );
-			return x * x * ( 3 - 2 * x );
-
-		}
-
-		function normalToComponent( normal ) {
-
-			var component = ( normal + 1 ) * 0.5;
-			return component < 0 ? 0 : ( component > 1 ? 1 : component );
-
-		}
-
-		// Hide anti-alias gaps
-
-		function expand( v1, v2 ) {
-
-			var x = v2.x - v1.x, y =  v2.y - v1.y,
-			det = x * x + y * y, idet;
-
-			if ( det === 0 ) return;
-
-			idet = 1 / Math.sqrt( det );
-
-			x *= idet; y *= idet;
-
-			v2.x += x; v2.y += y;
-			v1.x -= x; v1.y -= y;
-
-		}
-	};
-
-	// Context cached methods.
-
-	function setOpacity( value ) {
-
-		if ( _contextGlobalAlpha !== value ) {
-
-			_context.globalAlpha = value;
-			_contextGlobalAlpha = value;
-
-		}
-
-	}
-
-	function setBlending( value ) {
-
-		if ( _contextGlobalCompositeOperation !== value ) {
-
-			if ( value === THREE.NormalBlending ) {
-
-				_context.globalCompositeOperation = 'source-over';
-
-			} else if ( value === THREE.AdditiveBlending ) {
-
-				_context.globalCompositeOperation = 'lighter';
-
-			} else if ( value === THREE.SubtractiveBlending ) {
-
-				_context.globalCompositeOperation = 'darker';
-
-			}
-
-			_contextGlobalCompositeOperation = value;
-
-		}
-
-	}
-
-	function setLineWidth( value ) {
-
-		if ( _contextLineWidth !== value ) {
-
-			_context.lineWidth = value;
-			_contextLineWidth = value;
-
-		}
-
-	}
-
-	function setLineCap( value ) {
-
-		// "butt", "round", "square"
-
-		if ( _contextLineCap !== value ) {
-
-			_context.lineCap = value;
-			_contextLineCap = value;
-
-		}
-
-	}
-
-	function setLineJoin( value ) {
-
-		// "round", "bevel", "miter"
-
-		if ( _contextLineJoin !== value ) {
-
-			_context.lineJoin = value;
-			_contextLineJoin = value;
-
-		}
-
-	}
-
-	function setStrokeStyle( value ) {
-
-		if ( _contextStrokeStyle !== value ) {
-
-			_context.strokeStyle = value;
-			_contextStrokeStyle = value;
-
-		}
-
-	}
-
-	function setFillStyle( value ) {
-
-		if ( _contextFillStyle !== value ) {
-
-			_context.fillStyle = value;
-			_contextFillStyle = value;
-
-		}
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.ShaderChunk = {
-
-	// FOG
-
-	fog_pars_fragment: [
-
-		"#ifdef USE_FOG",
-
-			"uniform vec3 fogColor;",
-
-			"#ifdef FOG_EXP2",
-
-				"uniform float fogDensity;",
-
-			"#else",
-
-				"uniform float fogNear;",
-				"uniform float fogFar;",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	fog_fragment: [
-
-		"#ifdef USE_FOG",
-
-			"float depth = gl_FragCoord.z / gl_FragCoord.w;",
-
-			"#ifdef FOG_EXP2",
-
-				"const float LOG2 = 1.442695;",
-				"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
-				"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
-
-			"#else",
-
-				"float fogFactor = smoothstep( fogNear, fogFar, depth );",
-
-			"#endif",
-
-			"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
-
-		"#endif"
-
-	].join("\n"),
-
-	// ENVIRONMENT MAP
-
-	envmap_pars_fragment: [
-
-		"#ifdef USE_ENVMAP",
-
-			"uniform float reflectivity;",
-			"uniform samplerCube envMap;",
-			"uniform float flipEnvMap;",
-			"uniform int combine;",
-
-			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
-
-				"uniform bool useRefract;",
-				"uniform float refractionRatio;",
-
-			"#else",
-
-				"varying vec3 vReflect;",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	envmap_fragment: [
-
-		"#ifdef USE_ENVMAP",
-
-			"vec3 reflectVec;",
-
-			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
-
-				"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
-
-				"if ( useRefract ) {",
-
-					"reflectVec = refract( cameraToVertex, normal, refractionRatio );",
-
-				"} else { ",
-
-					"reflectVec = reflect( cameraToVertex, normal );",
-
-				"}",
-
-			"#else",
-
-				"reflectVec = vReflect;",
-
-			"#endif",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
-				"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
-
-			"#else",
-
-				"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
-
-			"#endif",
-
-			"#ifdef GAMMA_INPUT",
-
-				"cubeColor.xyz *= cubeColor.xyz;",
-
-			"#endif",
-
-			"if ( combine == 1 ) {",
-
-				"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
-
-			"} else if ( combine == 2 ) {",
-
-				"gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
-
-			"} else {",
-
-				"gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	envmap_pars_vertex: [
-
-		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
-
-			"varying vec3 vReflect;",
-
-			"uniform float refractionRatio;",
-			"uniform bool useRefract;",
-
-		"#endif"
-
-	].join("\n"),
-
-	worldpos_vertex : [
-
-		"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
-
-			"#ifdef USE_SKINNING",
-
-				"vec4 worldPosition = modelMatrix * skinned;",
-
-			"#endif",
-
-			"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
-
-				"vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
-
-			"#endif",
-
-			"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
-
-				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	envmap_vertex : [
-
-		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
-
-			"vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
-			"worldNormal = normalize( worldNormal );",
-
-			"vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
-
-			"if ( useRefract ) {",
-
-				"vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
-
-			"} else {",
-
-				"vReflect = reflect( cameraToVertex, worldNormal );",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	// COLOR MAP (particles)
-
-	map_particle_pars_fragment: [
-
-		"#ifdef USE_MAP",
-
-			"uniform sampler2D map;",
-
-		"#endif"
-
-	].join("\n"),
-
-
-	map_particle_fragment: [
-
-		"#ifdef USE_MAP",
-
-			"gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
-
-		"#endif"
-
-	].join("\n"),
-
-	// COLOR MAP (triangles)
-
-	map_pars_vertex: [
-
-		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
-
-			"varying vec2 vUv;",
-			"uniform vec4 offsetRepeat;",
-
-		"#endif"
-
-	].join("\n"),
-
-	map_pars_fragment: [
-
-		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
-
-			"varying vec2 vUv;",
-
-		"#endif",
-
-		"#ifdef USE_MAP",
-
-			"uniform sampler2D map;",
-
-		"#endif",
-
-	].join("\n"),
-
-	map_vertex: [
-
-		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
-
-			"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
-
-		"#endif"
-
-	].join("\n"),
-
-	map_fragment: [
-
-		"#ifdef USE_MAP",
-
-			"#ifdef GAMMA_INPUT",
-
-				"vec4 texelColor = texture2D( map, vUv );",
-				"texelColor.xyz *= texelColor.xyz;",
-
-				"gl_FragColor = gl_FragColor * texelColor;",
-
-			"#else",
-
-				"gl_FragColor = gl_FragColor * texture2D( map, vUv );",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	// LIGHT MAP
-
-	lightmap_pars_fragment: [
-
-		"#ifdef USE_LIGHTMAP",
-
-			"varying vec2 vUv2;",
-			"uniform sampler2D lightMap;",
-
-		"#endif"
-
-	].join("\n"),
-
-	lightmap_pars_vertex: [
-
-		"#ifdef USE_LIGHTMAP",
-
-			"varying vec2 vUv2;",
-
-		"#endif"
-
-	].join("\n"),
-
-	lightmap_fragment: [
-
-		"#ifdef USE_LIGHTMAP",
-
-			"gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
-
-		"#endif"
-
-	].join("\n"),
-
-	lightmap_vertex: [
-
-		"#ifdef USE_LIGHTMAP",
-
-			"vUv2 = uv2;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// BUMP MAP
-
-	bumpmap_pars_fragment: [
-
-		"#ifdef USE_BUMPMAP",
-
-			"uniform sampler2D bumpMap;",
-			"uniform float bumpScale;",
-
-			// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
-			//	http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
-
-			// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
-
-			"vec2 dHdxy_fwd() {",
-
-				"vec2 dSTdx = dFdx( vUv );",
-				"vec2 dSTdy = dFdy( vUv );",
-
-				"float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
-				"float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
-				"float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
-
-				"return vec2( dBx, dBy );",
-
-			"}",
-
-			"vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
-
-				"vec3 vSigmaX = dFdx( surf_pos );",
-				"vec3 vSigmaY = dFdy( surf_pos );",
-				"vec3 vN = surf_norm;",		// normalized
-
-				"vec3 R1 = cross( vSigmaY, vN );",
-				"vec3 R2 = cross( vN, vSigmaX );",
-
-				"float fDet = dot( vSigmaX, R1 );",
-
-				"vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
-				"return normalize( abs( fDet ) * surf_norm - vGrad );",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	// NORMAL MAP
-
-	normalmap_pars_fragment: [
-
-		"#ifdef USE_NORMALMAP",
-
-			"uniform sampler2D normalMap;",
-			"uniform vec2 normalScale;",
-
-			// Per-Pixel Tangent Space Normal Mapping
-			// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
-
-			"vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
-
-				"vec3 q0 = dFdx( eye_pos.xyz );",
-				"vec3 q1 = dFdy( eye_pos.xyz );",
-				"vec2 st0 = dFdx( vUv.st );",
-				"vec2 st1 = dFdy( vUv.st );",
-
-				"vec3 S = normalize(  q0 * st1.t - q1 * st0.t );",
-				"vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
-				"vec3 N = normalize( surf_norm );",
-
-				"vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
-				"mapN.xy = normalScale * mapN.xy;",
-				"mat3 tsn = mat3( S, T, N );",
-				"return normalize( tsn * mapN );",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	// SPECULAR MAP
-
-	specularmap_pars_fragment: [
-
-		"#ifdef USE_SPECULARMAP",
-
-			"uniform sampler2D specularMap;",
-
-		"#endif"
-
-	].join("\n"),
-
-	specularmap_fragment: [
-
-		"float specularStrength;",
-
-		"#ifdef USE_SPECULARMAP",
-
-			"vec4 texelSpecular = texture2D( specularMap, vUv );",
-			"specularStrength = texelSpecular.r;",
-
-		"#else",
-
-			"specularStrength = 1.0;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// LIGHTS LAMBERT
-
-	lights_lambert_pars_vertex: [
-
-		"uniform vec3 ambient;",
-		"uniform vec3 diffuse;",
-		"uniform vec3 emissive;",
-
-		"uniform vec3 ambientLightColor;",
-
-		"#if MAX_DIR_LIGHTS > 0",
-
-			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
-			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_HEMI_LIGHTS > 0",
-
-			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
-			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
-			"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
-			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
-			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
-
-		"#endif",
-
-		"#ifdef WRAP_AROUND",
-
-			"uniform vec3 wrapRGB;",
-
-		"#endif"
-
-	].join("\n"),
-
-	lights_lambert_vertex: [
-
-		"vLightFront = vec3( 0.0 );",
-
-		"#ifdef DOUBLE_SIDED",
-
-			"vLightBack = vec3( 0.0 );",
-
-		"#endif",
-
-		"transformedNormal = normalize( transformedNormal );",
-
-		"#if MAX_DIR_LIGHTS > 0",
-
-		"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
-
-			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
-			"vec3 dirVector = normalize( lDirection.xyz );",
-
-			"float dotProduct = dot( transformedNormal, dirVector );",
-			"vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
-
-				"#ifdef WRAP_AROUND",
-
-					"vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
-
-				"#endif",
-
-			"#endif",
-
-			"#ifdef WRAP_AROUND",
-
-				"vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
-				"directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
-
-				"#ifdef DOUBLE_SIDED",
-
-					"directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
-
-				"#endif",
-
-			"#endif",
-
-			"vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
-
-			"#endif",
-
-		"}",
-
-		"#endif",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
-
-				"float lDistance = 1.0;",
-				"if ( pointLightDistance[ i ] > 0.0 )",
-					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-				"lVector = normalize( lVector );",
-				"float dotProduct = dot( transformedNormal, lVector );",
-
-				"vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
-
-				"#ifdef DOUBLE_SIDED",
-
-					"vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
-
-					"#ifdef WRAP_AROUND",
-
-						"vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
-
-					"#endif",
-
-				"#endif",
-
-				"#ifdef WRAP_AROUND",
-
-					"vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
-					"pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
-
-					"#ifdef DOUBLE_SIDED",
-
-						"pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
-
-					"#endif",
-
-				"#endif",
-
-				"vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
-
-				"#ifdef DOUBLE_SIDED",
-
-					"vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
-
-				"#endif",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
-
-				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
-
-				"if ( spotEffect > spotLightAngleCos[ i ] ) {",
-
-					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
-
-					"float lDistance = 1.0;",
-					"if ( spotLightDistance[ i ] > 0.0 )",
-						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-					"lVector = normalize( lVector );",
-
-					"float dotProduct = dot( transformedNormal, lVector );",
-					"vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
-
-					"#ifdef DOUBLE_SIDED",
-
-						"vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
-
-						"#ifdef WRAP_AROUND",
-
-							"vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
-
-						"#endif",
-
-					"#endif",
-
-					"#ifdef WRAP_AROUND",
-
-						"vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
-						"spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
-
-						"#ifdef DOUBLE_SIDED",
-
-							"spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
-
-						"#endif",
-
-					"#endif",
-
-					"vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
-
-					"#ifdef DOUBLE_SIDED",
-
-						"vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
-
-					"#endif",
-
-				"}",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_HEMI_LIGHTS > 0",
-
-			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
-
-				"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
-				"vec3 lVector = normalize( lDirection.xyz );",
-
-				"float dotProduct = dot( transformedNormal, lVector );",
-
-				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-				"float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
-
-				"vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
-
-				"#ifdef DOUBLE_SIDED",
-
-					"vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
-
-				"#endif",
-
-			"}",
-
-		"#endif",
-
-		"vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
-
-		"#ifdef DOUBLE_SIDED",
-
-			"vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// LIGHTS PHONG
-
-	lights_phong_pars_vertex: [
-
-		"#ifndef PHONG_PER_PIXEL",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-			"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-
-			"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
-
-		"#endif",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
-
-			"varying vec3 vWorldPosition;",
-
-		"#endif"
-
-	].join("\n"),
-
-
-	lights_phong_vertex: [
-
-		"#ifndef PHONG_PER_PIXEL",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
-
-				"float lDistance = 1.0;",
-				"if ( pointLightDistance[ i ] > 0.0 )",
-					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-				"vPointLight[ i ] = vec4( lVector, lDistance );",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
-
-				"float lDistance = 1.0;",
-				"if ( spotLightDistance[ i ] > 0.0 )",
-					"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-				"vSpotLight[ i ] = vec4( lVector, lDistance );",
-
-			"}",
-
-		"#endif",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
-
-			"vWorldPosition = worldPosition.xyz;",
-
-		"#endif"
-
-	].join("\n"),
-
-	lights_phong_pars_fragment: [
-
-		"uniform vec3 ambientLightColor;",
-
-		"#if MAX_DIR_LIGHTS > 0",
-
-			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
-			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_HEMI_LIGHTS > 0",
-
-			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
-			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
-			"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
-
-		"#endif",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
-
-			"#ifdef PHONG_PER_PIXEL",
-
-				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-			"#else",
-
-				"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
-
-			"#endif",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
-			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
-			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
-
-			"#ifdef PHONG_PER_PIXEL",
-
-				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-
-			"#else",
-
-				"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
-
-			"#endif",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
-
-			"varying vec3 vWorldPosition;",
-
-		"#endif",
-
-		"#ifdef WRAP_AROUND",
-
-			"uniform vec3 wrapRGB;",
-
-		"#endif",
-
-		"varying vec3 vViewPosition;",
-		"varying vec3 vNormal;"
-
-	].join("\n"),
-
-	lights_phong_fragment: [
-
-		"vec3 normal = normalize( vNormal );",
-		"vec3 viewPosition = normalize( vViewPosition );",
-
-		"#ifdef DOUBLE_SIDED",
-
-			"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
-
-		"#endif",
-
-		"#ifdef USE_NORMALMAP",
-
-			"normal = perturbNormal2Arb( -viewPosition, normal );",
-
-		"#elif defined( USE_BUMPMAP )",
-
-			"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
-
-		"#endif",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"vec3 pointDiffuse  = vec3( 0.0 );",
-			"vec3 pointSpecular = vec3( 0.0 );",
-
-			"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-				"#ifdef PHONG_PER_PIXEL",
-
-					"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
-
-					"float lDistance = 1.0;",
-					"if ( pointLightDistance[ i ] > 0.0 )",
-						"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-					"lVector = normalize( lVector );",
-
-				"#else",
-
-					"vec3 lVector = normalize( vPointLight[ i ].xyz );",
-					"float lDistance = vPointLight[ i ].w;",
-
-				"#endif",
-
-				// diffuse
-
-				"float dotProduct = dot( normal, lVector );",
-
-				"#ifdef WRAP_AROUND",
-
-					"float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
-					"float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
-
-					"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
-
-				"#else",
-
-					"float pointDiffuseWeight = max( dotProduct, 0.0 );",
-
-				"#endif",
-
-				"pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
-
-				// specular
-
-				"vec3 pointHalfVector = normalize( lVector + viewPosition );",
-				"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
-				"float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
-
-				"#ifdef PHYSICALLY_BASED_SHADING",
-
-					// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
-
-					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
-					"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
-
-				"#else",
-
-					"pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
-
-				"#endif",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"vec3 spotDiffuse  = vec3( 0.0 );",
-			"vec3 spotSpecular = vec3( 0.0 );",
-
-			"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-				"#ifdef PHONG_PER_PIXEL",
-
-					"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
-
-					"float lDistance = 1.0;",
-					"if ( spotLightDistance[ i ] > 0.0 )",
-						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-					"lVector = normalize( lVector );",
-
-				"#else",
-
-					"vec3 lVector = normalize( vSpotLight[ i ].xyz );",
-					"float lDistance = vSpotLight[ i ].w;",
-
-				"#endif",
-
-				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
-
-				"if ( spotEffect > spotLightAngleCos[ i ] ) {",
-
-					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
-
-					// diffuse
-
-					"float dotProduct = dot( normal, lVector );",
-
-					"#ifdef WRAP_AROUND",
-
-						"float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
-						"float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
-
-						"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
-
-					"#else",
-
-						"float spotDiffuseWeight = max( dotProduct, 0.0 );",
-
-					"#endif",
-
-					"spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
-
-					// specular
-
-					"vec3 spotHalfVector = normalize( lVector + viewPosition );",
-					"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
-					"float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
-
-					"#ifdef PHYSICALLY_BASED_SHADING",
-
-						// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-						"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
-
-						"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
-						"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
-
-					"#else",
-
-						"spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
-
-					"#endif",
-
-				"}",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_DIR_LIGHTS > 0",
-
-			"vec3 dirDiffuse  = vec3( 0.0 );",
-			"vec3 dirSpecular = vec3( 0.0 );" ,
-
-			"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
-
-				"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
-				"vec3 dirVector = normalize( lDirection.xyz );",
-
-				// diffuse
-
-				"float dotProduct = dot( normal, dirVector );",
-
-				"#ifdef WRAP_AROUND",
-
-					"float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
-					"float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
-
-					"vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
-
-				"#else",
-
-					"float dirDiffuseWeight = max( dotProduct, 0.0 );",
-
-				"#endif",
-
-				"dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
-
-				// specular
-
-				"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
-				"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
-				"float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
-
-				"#ifdef PHYSICALLY_BASED_SHADING",
-
-					/*
-					// fresnel term from skin shader
-					"const float F0 = 0.128;",
-
-					"float base = 1.0 - dot( viewPosition, dirHalfVector );",
-					"float exponential = pow( base, 5.0 );",
-
-					"float fresnel = exponential + F0 * ( 1.0 - exponential );",
-					*/
-
-					/*
-					// fresnel term from fresnel shader
-					"const float mFresnelBias = 0.08;",
-					"const float mFresnelScale = 0.3;",
-					"const float mFresnelPower = 5.0;",
-
-					"float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
-					*/
-
-					// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
-
-					//"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
-
-					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
-					"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
-
-				"#else",
-
-					"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
-
-				"#endif",
-
-			"}",
-
-		"#endif",
-
-		"#if MAX_HEMI_LIGHTS > 0",
-
-			"vec3 hemiDiffuse  = vec3( 0.0 );",
-			"vec3 hemiSpecular = vec3( 0.0 );" ,
-
-			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
-
-				"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
-				"vec3 lVector = normalize( lDirection.xyz );",
-
-				// diffuse
-
-				"float dotProduct = dot( normal, lVector );",
-				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-
-				"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
-
-				"hemiDiffuse += diffuse * hemiColor;",
-
-				// specular (sky light)
-
-				"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
-				"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
-				"float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
-
-				// specular (ground light)
-
-				"vec3 lVectorGround = -lVector;",
-
-				"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
-				"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
-				"float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
-
-				"#ifdef PHYSICALLY_BASED_SHADING",
-
-					"float dotProductGround = dot( normal, lVectorGround );",
-
-					// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
-
-					"vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
-					"vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
-					"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
-
-				"#else",
-
-					"hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
-
-				"#endif",
-
-			"}",
-
-		"#endif",
-
-		"vec3 totalDiffuse = vec3( 0.0 );",
-		"vec3 totalSpecular = vec3( 0.0 );",
-
-		"#if MAX_DIR_LIGHTS > 0",
-
-			"totalDiffuse += dirDiffuse;",
-			"totalSpecular += dirSpecular;",
-
-		"#endif",
-
-		"#if MAX_HEMI_LIGHTS > 0",
-
-			"totalDiffuse += hemiDiffuse;",
-			"totalSpecular += hemiSpecular;",
-
-		"#endif",
-
-		"#if MAX_POINT_LIGHTS > 0",
-
-			"totalDiffuse += pointDiffuse;",
-			"totalSpecular += pointSpecular;",
-
-		"#endif",
-
-		"#if MAX_SPOT_LIGHTS > 0",
-
-			"totalDiffuse += spotDiffuse;",
-			"totalSpecular += spotSpecular;",
-
-		"#endif",
-
-		"#ifdef METAL",
-
-			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
-
-		"#else",
-
-			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// VERTEX COLORS
-
-	color_pars_fragment: [
-
-		"#ifdef USE_COLOR",
-
-			"varying vec3 vColor;",
-
-		"#endif"
-
-	].join("\n"),
-
-
-	color_fragment: [
-
-		"#ifdef USE_COLOR",
-
-			"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
-
-		"#endif"
-
-	].join("\n"),
-
-	color_pars_vertex: [
-
-		"#ifdef USE_COLOR",
-
-			"varying vec3 vColor;",
-
-		"#endif"
-
-	].join("\n"),
-
-
-	color_vertex: [
-
-		"#ifdef USE_COLOR",
-
-			"#ifdef GAMMA_INPUT",
-
-				"vColor = color * color;",
-
-			"#else",
-
-				"vColor = color;",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	// SKINNING
-
-	skinning_pars_vertex: [
-
-		"#ifdef USE_SKINNING",
-
-			"#ifdef BONE_TEXTURE",
-
-				"uniform sampler2D boneTexture;",
-
-				"mat4 getBoneMatrix( const in float i ) {",
-
-					"float j = i * 4.0;",
-					"float x = mod( j, N_BONE_PIXEL_X );",
-					"float y = floor( j / N_BONE_PIXEL_X );",
-
-					"const float dx = 1.0 / N_BONE_PIXEL_X;",
-					"const float dy = 1.0 / N_BONE_PIXEL_Y;",
-
-					"y = dy * ( y + 0.5 );",
-
-					"vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
-					"vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
-					"vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
-					"vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
-
-					"mat4 bone = mat4( v1, v2, v3, v4 );",
-
-					"return bone;",
-
-				"}",
-
-			"#else",
-
-				"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
-
-				"mat4 getBoneMatrix( const in float i ) {",
-
-					"mat4 bone = boneGlobalMatrices[ int(i) ];",
-					"return bone;",
-
-				"}",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	skinbase_vertex: [
-
-		"#ifdef USE_SKINNING",
-
-			"mat4 boneMatX = getBoneMatrix( skinIndex.x );",
-			"mat4 boneMatY = getBoneMatrix( skinIndex.y );",
-
-		"#endif"
-
-	].join("\n"),
-
-	skinning_vertex: [
-
-		"#ifdef USE_SKINNING",
-
-			"#ifdef USE_MORPHTARGETS",
-
-			"vec4 skinVertex = vec4( morphed, 1.0 );",
-
-			"#else",
-
-			"vec4 skinVertex = vec4( position, 1.0 );",
-
-			"#endif",
-
-			"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
-			"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// MORPHING
-
-	morphtarget_pars_vertex: [
-
-		"#ifdef USE_MORPHTARGETS",
-
-			"#ifndef USE_MORPHNORMALS",
-
-			"uniform float morphTargetInfluences[ 8 ];",
-
-			"#else",
-
-			"uniform float morphTargetInfluences[ 4 ];",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	morphtarget_vertex: [
-
-		"#ifdef USE_MORPHTARGETS",
-
-			"vec3 morphed = vec3( 0.0 );",
-			"morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
-			"morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
-			"morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
-			"morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
-
-			"#ifndef USE_MORPHNORMALS",
-
-			"morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
-			"morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
-			"morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
-			"morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
-
-			"#endif",
-
-			"morphed += position;",
-
-		"#endif"
-
-	].join("\n"),
-
-	default_vertex : [
-
-		"vec4 mvPosition;",
-
-		"#ifdef USE_SKINNING",
-
-			"mvPosition = modelViewMatrix * skinned;",
-
-		"#endif",
-
-		"#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
-
-			"mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
-
-		"#endif",
-
-		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
-
-			"mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
-		"#endif",
-
-		"gl_Position = projectionMatrix * mvPosition;",
-
-	].join("\n"),
-
-	morphnormal_vertex: [
-
-		"#ifdef USE_MORPHNORMALS",
-
-			"vec3 morphedNormal = vec3( 0.0 );",
-
-			"morphedNormal +=  ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
-			"morphedNormal +=  ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
-			"morphedNormal +=  ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
-			"morphedNormal +=  ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
-
-			"morphedNormal += normal;",
-
-		"#endif"
-
-	].join("\n"),
-
-	skinnormal_vertex: [
-
-		"#ifdef USE_SKINNING",
-
-			"mat4 skinMatrix = skinWeight.x * boneMatX;",
-			"skinMatrix 	+= skinWeight.y * boneMatY;",
-
-			"#ifdef USE_MORPHNORMALS",
-
-			"vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
-
-			"#else",
-
-			"vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
-
-			"#endif",
-
-		"#endif"
-
-	].join("\n"),
-
-	defaultnormal_vertex: [
-
-		"vec3 objectNormal;",
-
-		"#ifdef USE_SKINNING",
-
-			"objectNormal = skinnedNormal.xyz;",
-
-		"#endif",
-
-		"#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
-
-			"objectNormal = morphedNormal;",
-
-		"#endif",
-
-		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
-
-			"objectNormal = normal;",
-
-		"#endif",
-
-		"#ifdef FLIP_SIDED",
-
-			"objectNormal = -objectNormal;",
-
-		"#endif",
-
-		"vec3 transformedNormal = normalMatrix * objectNormal;",
-
-	].join("\n"),
-
-	// SHADOW MAP
-
-	// based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
-	//  http://spidergl.org/example.php?id=6
-	// 	http://fabiensanglard.net/shadowmapping
-
-	shadowmap_pars_fragment: [
-
-		"#ifdef USE_SHADOWMAP",
-
-			"uniform sampler2D shadowMap[ MAX_SHADOWS ];",
-			"uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
-
-			"uniform float shadowDarkness[ MAX_SHADOWS ];",
-			"uniform float shadowBias[ MAX_SHADOWS ];",
-
-			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
-
-			"float unpackDepth( const in vec4 rgba_depth ) {",
-
-				"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
-				"float depth = dot( rgba_depth, bit_shift );",
-				"return depth;",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	shadowmap_fragment: [
-
-		"#ifdef USE_SHADOWMAP",
-
-			"#ifdef SHADOWMAP_DEBUG",
-
-				"vec3 frustumColors[3];",
-				"frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
-				"frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
-				"frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
-
-			"#endif",
-
-			"#ifdef SHADOWMAP_CASCADE",
-
-				"int inFrustumCount = 0;",
-
-			"#endif",
-
-			"float fDepth;",
-			"vec3 shadowColor = vec3( 1.0 );",
-
-			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
-
-				"vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
-
-				// "if ( something && something )" 		 breaks ATI OpenGL shader compiler
-				// "if ( all( something, something ) )"  using this instead
-
-				"bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
-				"bool inFrustum = all( inFrustumVec );",
-
-				// don't shadow pixels outside of light frustum
-				// use just first frustum (for cascades)
-				// don't shadow pixels behind far plane of light frustum
-
-				"#ifdef SHADOWMAP_CASCADE",
-
-					"inFrustumCount += int( inFrustum );",
-					"bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
-
-				"#else",
-
-					"bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
-
-				"#endif",
-
-				"bool frustumTest = all( frustumTestVec );",
-
-				"if ( frustumTest ) {",
-
-					"shadowCoord.z += shadowBias[ i ];",
-
-					"#ifdef SHADOWMAP_SOFT",
-
-						// Percentage-close filtering
-						// (9 pixel kernel)
-						// http://fabiensanglard.net/shadowmappingPCF/
-
-						"float shadow = 0.0;",
-
-						/*
-						// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
-						// must enroll loop manually
-
-						"for ( float y = -1.25; y <= 1.25; y += 1.25 )",
-							"for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
-
-								"vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
-
-								// doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
-								//"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
-
-								"float fDepth = unpackDepth( rgbaDepth );",
-
-								"if ( fDepth < shadowCoord.z )",
-									"shadow += 1.0;",
-
-						"}",
-
-						"shadow /= 9.0;",
-
-						*/
-
-						"const float shadowDelta = 1.0 / 9.0;",
-
-						"float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
-						"float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
-
-						"float dx0 = -1.25 * xPixelOffset;",
-						"float dy0 = -1.25 * yPixelOffset;",
-						"float dx1 = 1.25 * xPixelOffset;",
-						"float dy1 = 1.25 * yPixelOffset;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
-						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
-
-						"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
-
-					"#else",
-
-						"vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
-						"float fDepth = unpackDepth( rgbaDepth );",
-
-						"if ( fDepth < shadowCoord.z )",
-
-							// spot with multiple shadows is darker
-
-							"shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
-
-							// spot with multiple shadows has the same color as single shadow spot
-
-							//"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
-
-					"#endif",
-
-				"}",
-
-
-				"#ifdef SHADOWMAP_DEBUG",
-
-					"#ifdef SHADOWMAP_CASCADE",
-
-						"if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
-
-					"#else",
-
-						"if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
-
-					"#endif",
-
-				"#endif",
-
-			"}",
-
-			"#ifdef GAMMA_OUTPUT",
-
-				"shadowColor *= shadowColor;",
-
-			"#endif",
-
-			"gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
-
-		"#endif"
-
-	].join("\n"),
-
-	shadowmap_pars_vertex: [
-
-		"#ifdef USE_SHADOWMAP",
-
-			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
-			"uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
-
-		"#endif"
-
-	].join("\n"),
-
-	shadowmap_vertex: [
-
-		"#ifdef USE_SHADOWMAP",
-
-			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
-
-				"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
-
-			"}",
-
-		"#endif"
-
-	].join("\n"),
-
-	// ALPHATEST
-
-	alphatest_fragment: [
-
-		"#ifdef ALPHATEST",
-
-			"if ( gl_FragColor.a < ALPHATEST ) discard;",
-
-		"#endif"
-
-	].join("\n"),
-
-	// LINEAR SPACE
-
-	linear_to_gamma_fragment: [
-
-		"#ifdef GAMMA_OUTPUT",
-
-			"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
-
-		"#endif"
-
-	].join("\n"),
-
-
-};
-
-THREE.UniformsUtils = {
-
-	merge: function ( uniforms ) {
-
-		var u, p, tmp, merged = {};
-
-		for ( u = 0; u < uniforms.length; u ++ ) {
-
-			tmp = this.clone( uniforms[ u ] );
-
-			for ( p in tmp ) {
-
-				merged[ p ] = tmp[ p ];
-
-			}
-
-		}
-
-		return merged;
-
-	},
-
-	clone: function ( uniforms_src ) {
-
-		var u, p, parameter, parameter_src, uniforms_dst = {};
-
-		for ( u in uniforms_src ) {
-
-			uniforms_dst[ u ] = {};
-
-			for ( p in uniforms_src[ u ] ) {
-
-				parameter_src = uniforms_src[ u ][ p ];
-
-				if ( parameter_src instanceof THREE.Color ||
-					 parameter_src instanceof THREE.Vector2 ||
-					 parameter_src instanceof THREE.Vector3 ||
-					 parameter_src instanceof THREE.Vector4 ||
-					 parameter_src instanceof THREE.Matrix4 ||
-					 parameter_src instanceof THREE.Texture ) {
-
-					uniforms_dst[ u ][ p ] = parameter_src.clone();
-
-				} else if ( parameter_src instanceof Array ) {
-
-					uniforms_dst[ u ][ p ] = parameter_src.slice();
-
-				} else {
-
-					uniforms_dst[ u ][ p ] = parameter_src;
-
-				}
-
-			}
-
-		}
-
-		return uniforms_dst;
-
-	}
-
-};
-
-THREE.UniformsLib = {
-
-	common: {
-
-		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
-		"opacity" : { type: "f", value: 1.0 },
-
-		"map" : { type: "t", value: null },
-		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
-
-		"lightMap" : { type: "t", value: null },
-		"specularMap" : { type: "t", value: null },
-
-		"envMap" : { type: "t", value: null },
-		"flipEnvMap" : { type: "f", value: -1 },
-		"useRefract" : { type: "i", value: 0 },
-		"reflectivity" : { type: "f", value: 1.0 },
-		"refractionRatio" : { type: "f", value: 0.98 },
-		"combine" : { type: "i", value: 0 },
-
-		"morphTargetInfluences" : { type: "f", value: 0 }
-
-	},
-
-	bump: {
-
-		"bumpMap" : { type: "t", value: null },
-		"bumpScale" : { type: "f", value: 1 }
-
-	},
-
-	normalmap: {
-
-		"normalMap" : { type: "t", value: null },
-		"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
-	},
-
-	fog : {
-
-		"fogDensity" : { type: "f", value: 0.00025 },
-		"fogNear" : { type: "f", value: 1 },
-		"fogFar" : { type: "f", value: 2000 },
-		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
-
-	},
-
-	lights: {
-
-		"ambientLightColor" : { type: "fv", value: [] },
-
-		"directionalLightDirection" : { type: "fv", value: [] },
-		"directionalLightColor" : { type: "fv", value: [] },
-
-		"hemisphereLightDirection" : { type: "fv", value: [] },
-		"hemisphereLightSkyColor" : { type: "fv", value: [] },
-		"hemisphereLightGroundColor" : { type: "fv", value: [] },
-
-		"pointLightColor" : { type: "fv", value: [] },
-		"pointLightPosition" : { type: "fv", value: [] },
-		"pointLightDistance" : { type: "fv1", value: [] },
-
-		"spotLightColor" : { type: "fv", value: [] },
-		"spotLightPosition" : { type: "fv", value: [] },
-		"spotLightDirection" : { type: "fv", value: [] },
-		"spotLightDistance" : { type: "fv1", value: [] },
-		"spotLightAngleCos" : { type: "fv1", value: [] },
-		"spotLightExponent" : { type: "fv1", value: [] }
-
-	},
-
-	particle: {
-
-		"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
-		"opacity" : { type: "f", value: 1.0 },
-		"size" : { type: "f", value: 1.0 },
-		"scale" : { type: "f", value: 1.0 },
-		"map" : { type: "t", value: null },
-
-		"fogDensity" : { type: "f", value: 0.00025 },
-		"fogNear" : { type: "f", value: 1 },
-		"fogFar" : { type: "f", value: 2000 },
-		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
-
-	},
-
-	shadowmap: {
-
-		"shadowMap": { type: "tv", value: [] },
-		"shadowMapSize": { type: "v2v", value: [] },
-
-		"shadowBias" : { type: "fv1", value: [] },
-		"shadowDarkness": { type: "fv1", value: [] },
-
-		"shadowMatrix" : { type: "m4v", value: [] },
-
-	}
-
-};
-
-THREE.ShaderLib = {
-
-	'depth': {
-
-		uniforms: {
-
-			"mNear": { type: "f", value: 1.0 },
-			"mFar" : { type: "f", value: 2000.0 },
-			"opacity" : { type: "f", value: 1.0 }
-
-		},
-
-		vertexShader: [
-
-			"void main() {",
-
-				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float mNear;",
-			"uniform float mFar;",
-			"uniform float opacity;",
-
-			"void main() {",
-
-				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
-				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
-				"gl_FragColor = vec4( vec3( color ), opacity );",
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'normal': {
-
-		uniforms: {
-
-			"opacity" : { type: "f", value: 1.0 }
-
-		},
-
-		vertexShader: [
-
-			"varying vec3 vNormal;",
-
-			"void main() {",
-
-				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-				"vNormal = normalize( normalMatrix * normal );",
-
-				"gl_Position = projectionMatrix * mvPosition;",
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float opacity;",
-			"varying vec3 vNormal;",
-
-			"void main() {",
-
-				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'basic': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "shadowmap" ]
-
-		] ),
-
-		vertexShader: [
-
-			THREE.ShaderChunk[ "map_pars_vertex" ],
-			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
-			THREE.ShaderChunk[ "envmap_pars_vertex" ],
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "map_vertex" ],
-				THREE.ShaderChunk[ "lightmap_vertex" ],
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				"#ifdef USE_ENVMAP",
-
-				THREE.ShaderChunk[ "morphnormal_vertex" ],
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-				THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
-				"#endif",
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 diffuse;",
-			"uniform float opacity;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
-			THREE.ShaderChunk[ "envmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( diffuse, opacity );",
-
-				THREE.ShaderChunk[ "map_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "specularmap_fragment" ],
-				THREE.ShaderChunk[ "lightmap_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "envmap_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'lambert': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
-			THREE.UniformsLib[ "shadowmap" ],
-
-			{
-				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
-				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
-				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-			}
-
-		] ),
-
-		vertexShader: [
-
-			"#define LAMBERT",
-
-			"varying vec3 vLightFront;",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"varying vec3 vLightBack;",
-
-			"#endif",
-
-			THREE.ShaderChunk[ "map_pars_vertex" ],
-			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
-			THREE.ShaderChunk[ "envmap_pars_vertex" ],
-			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "map_vertex" ],
-				THREE.ShaderChunk[ "lightmap_vertex" ],
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				THREE.ShaderChunk[ "morphnormal_vertex" ],
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-				THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "lights_lambert_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float opacity;",
-
-			"varying vec3 vLightFront;",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"varying vec3 vLightBack;",
-
-			"#endif",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
-			THREE.ShaderChunk[ "envmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
-
-				THREE.ShaderChunk[ "map_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "specularmap_fragment" ],
-
-				"#ifdef DOUBLE_SIDED",
-
-					//"float isFront = float( gl_FrontFacing );",
-					//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
-
-					"if ( gl_FrontFacing )",
-						"gl_FragColor.xyz *= vLightFront;",
-					"else",
-						"gl_FragColor.xyz *= vLightBack;",
-
-				"#else",
-
-					"gl_FragColor.xyz *= vLightFront;",
-
-				"#endif",
-
-				THREE.ShaderChunk[ "lightmap_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "envmap_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'phong': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "bump" ],
-			THREE.UniformsLib[ "normalmap" ],
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
-			THREE.UniformsLib[ "shadowmap" ],
-
-			{
-				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
-				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
-				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
-				"shininess": { type: "f", value: 30 },
-				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-			}
-
-		] ),
-
-		vertexShader: [
-
-			"#define PHONG",
-
-			"varying vec3 vViewPosition;",
-			"varying vec3 vNormal;",
-
-			THREE.ShaderChunk[ "map_pars_vertex" ],
-			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
-			THREE.ShaderChunk[ "envmap_pars_vertex" ],
-			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "map_vertex" ],
-				THREE.ShaderChunk[ "lightmap_vertex" ],
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				THREE.ShaderChunk[ "morphnormal_vertex" ],
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-				THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
-				"vNormal = normalize( transformedNormal );",
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-				"vViewPosition = -mvPosition.xyz;",
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "lights_phong_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 diffuse;",
-			"uniform float opacity;",
-
-			"uniform vec3 ambient;",
-			"uniform vec3 emissive;",
-			"uniform vec3 specular;",
-			"uniform float shininess;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
-			THREE.ShaderChunk[ "envmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
-			THREE.ShaderChunk[ "normalmap_pars_fragment" ],
-			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
-
-				THREE.ShaderChunk[ "map_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "specularmap_fragment" ],
-
-				THREE.ShaderChunk[ "lights_phong_fragment" ],
-
-				THREE.ShaderChunk[ "lightmap_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "envmap_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'particle_basic': {
-
-		uniforms:  THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "particle" ],
-			THREE.UniformsLib[ "shadowmap" ]
-
-		] ),
-
-		vertexShader: [
-
-			"uniform float size;",
-			"uniform float scale;",
-
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
-				"#ifdef USE_SIZEATTENUATION",
-					"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
-				"#else",
-					"gl_PointSize = size;",
-				"#endif",
-
-				"gl_Position = projectionMatrix * mvPosition;",
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 psColor;",
-			"uniform float opacity;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( psColor, opacity );",
-
-				THREE.ShaderChunk[ "map_particle_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'dashed': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "fog" ],
-
-			{
-				"scale":     { type: "f", value: 1 },
-				"dashSize":  { type: "f", value: 1 },
-				"totalSize": { type: "f", value: 2 }
-			}
-
-		] ),
-
-		vertexShader: [
-
-			"uniform float scale;",
-			"attribute float lineDistance;",
-
-			"varying float vLineDistance;",
-
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				"vLineDistance = scale * lineDistance;",
-
-				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-				"gl_Position = projectionMatrix * mvPosition;",
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 diffuse;",
-			"uniform float opacity;",
-
-			"uniform float dashSize;",
-			"uniform float totalSize;",
-
-			"varying float vLineDistance;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-
-			"void main() {",
-
-				"if ( mod( vLineDistance, totalSize ) > dashSize ) {",
-
-					"discard;",
-
-				"}",
-
-				"gl_FragColor = vec4( diffuse, opacity );",
-
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	// Depth encoding into RGBA texture
-	// 	based on SpiderGL shadow map example
-	// 		http://spidergl.org/example.php?id=6
-	// 	originally from
-	//		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
-	// 	see also here:
-	//		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
-
-	'depthRGBA': {
-
-		uniforms: {},
-
-		vertexShader: [
-
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"vec4 pack_depth( const in float depth ) {",
-
-				"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
-				"const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
-				"vec4 res = fract( depth * bit_shift );",
-				"res -= res.xxyz * bit_mask;",
-				"return res;",
-
-			"}",
-
-			"void main() {",
-
-				"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
-
-				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
-				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
-				//"gl_FragData[ 0 ] = pack_depth( z );",
-				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
-
-			"}"
-
-		].join("\n")
-
-	}
-
-};
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
-
-THREE.WebGLRenderer = function ( parameters ) {
-
-	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
-
-	parameters = parameters || {};
-
-	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
-
-	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
-
-	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
-	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
-	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
-	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
-	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
-
-	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
-	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
-
-	// public properties
-
-	this.domElement = _canvas;
-	this.context = null;
-
-	// clearing
-
-	this.autoClear = true;
-	this.autoClearColor = true;
-	this.autoClearDepth = true;
-	this.autoClearStencil = true;
-
-	// scene graph
-
-	this.sortObjects = true;
-
-	this.autoUpdateObjects = true;
-	this.autoUpdateScene = true;
-
-	// physically based shading
-
-	this.gammaInput = false;
-	this.gammaOutput = false;
-	this.physicallyBasedShading = false;
-
-	// shadow map
-
-	this.shadowMapEnabled = false;
-	this.shadowMapAutoUpdate = true;
-	this.shadowMapSoft = true;
-	this.shadowMapCullFrontFaces = true;
-	this.shadowMapDebug = false;
-	this.shadowMapCascade = false;
-
-	// morphs
-
-	this.maxMorphTargets = 8;
-	this.maxMorphNormals = 4;
-
-	// flags
-
-	this.autoScaleCubemaps = true;
-
-	// custom render plugins
-
-	this.renderPluginsPre = [];
-	this.renderPluginsPost = [];
-
-	// info
-
-	this.info = {
-
-		memory: {
-
-			programs: 0,
-			geometries: 0,
-			textures: 0
-
-		},
-
-		render: {
-
-			calls: 0,
-			vertices: 0,
-			faces: 0,
-			points: 0
-
-		}
-
-	};
-
-	// internal properties
-
-	var _this = this,
-
-	_programs = [],
-	_programs_counter = 0,
-
-	// internal state cache
-
-	_currentProgram = null,
-	_currentFramebuffer = null,
-	_currentMaterialId = -1,
-	_currentGeometryGroupHash = null,
-	_currentCamera = null,
-	_geometryGroupCounter = 0,
-
-	_usedTextureUnits = 0,
-
-	// GL state cache
-
-	_oldDoubleSided = -1,
-	_oldFlipSided = -1,
-
-	_oldBlending = -1,
-
-	_oldBlendEquation = -1,
-	_oldBlendSrc = -1,
-	_oldBlendDst = -1,
-
-	_oldDepthTest = -1,
-	_oldDepthWrite = -1,
-
-	_oldPolygonOffset = null,
-	_oldPolygonOffsetFactor = null,
-	_oldPolygonOffsetUnits = null,
-
-	_oldLineWidth = null,
-
-	_viewportX = 0,
-	_viewportY = 0,
-	_viewportWidth = 0,
-	_viewportHeight = 0,
-	_currentWidth = 0,
-	_currentHeight = 0,
-
-	// frustum
-
-	_frustum = new THREE.Frustum(),
-
-	 // camera matrices cache
-
-	_projScreenMatrix = new THREE.Matrix4(),
-	_projScreenMatrixPS = new THREE.Matrix4(),
-
-	_vector3 = new THREE.Vector4(),
-
-	// light arrays cache
-
-	_direction = new THREE.Vector3(),
-
-	_lightsNeedUpdate = true,
-
-	_lights = {
-
-		ambient: [ 0, 0, 0 ],
-		directional: { length: 0, colors: new Array(), positions: new Array() },
-		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
-		spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
-		hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
-
-	};
-
-	// initialize
-
-	var _gl;
-
-	var _glExtensionTextureFloat;
-	var _glExtensionStandardDerivatives;
-	var _glExtensionTextureFilterAnisotropic;
-	var _glExtensionCompressedTextureS3TC;
-
-	initGL();
-
-	setDefaultGLState();
-
-	this.context = _gl;
-
-	// GPU capabilities
-
-	var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
-	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
-	var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
-	var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
-
-	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
-
-	var _supportsVertexTextures = ( _maxVertexTextures > 0 );
-	var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
-
-	var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
-
-	// API
-
-	this.getContext = function () {
-
-		return _gl;
-
-	};
-
-	this.supportsVertexTextures = function () {
-
-		return _supportsVertexTextures;
-
-	};
-
-	this.getMaxAnisotropy  = function () {
-
-		return _maxAnisotropy;
-
-	};
-
-	this.setSize = function ( width, height ) {
-
-		_canvas.width = width;
-		_canvas.height = height;
-
-		this.setViewport( 0, 0, _canvas.width, _canvas.height );
-
-	};
-
-	this.setViewport = function ( x, y, width, height ) {
-
-		_viewportX = x !== undefined ? x : 0;
-		_viewportY = y !== undefined ? y : 0;
-
-		_viewportWidth = width !== undefined ? width : _canvas.width;
-		_viewportHeight = height !== undefined ? height : _canvas.height;
-
-		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
-	};
-
-	this.setScissor = function ( x, y, width, height ) {
-
-		_gl.scissor( x, y, width, height );
-
-	};
-
-	this.enableScissorTest = function ( enable ) {
-
-		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
-
-	};
-
-	// Clearing
-
-	this.setClearColorHex = function ( hex, alpha ) {
-
-		_clearColor.setHex( hex );
-		_clearAlpha = alpha;
-
-		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
-	};
-
-	this.setClearColor = function ( color, alpha ) {
-
-		_clearColor.copy( color );
-		_clearAlpha = alpha;
-
-		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
-	};
-
-	this.getClearColor = function () {
-
-		return _clearColor;
-
-	};
-
-	this.getClearAlpha = function () {
-
-		return _clearAlpha;
-
-	};
-
-	this.clear = function ( color, depth, stencil ) {
-
-		var bits = 0;
-
-		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
-		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
-		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
-
-		_gl.clear( bits );
-
-	};
-
-	this.clearTarget = function ( renderTarget, color, depth, stencil ) {
-
-		this.setRenderTarget( renderTarget );
-		this.clear( color, depth, stencil );
-
-	};
-
-	// Plugins
-
-	this.addPostPlugin = function ( plugin ) {
-
-		plugin.init( this );
-		this.renderPluginsPost.push( plugin );
-
-	};
-
-	this.addPrePlugin = function ( plugin ) {
-
-		plugin.init( this );
-		this.renderPluginsPre.push( plugin );
-
-	};
-
-	// Deallocation
-
-	this.deallocateObject = function ( object ) {
-
-		if ( ! object.__webglInit ) return;
-
-		object.__webglInit = false;
-
-		delete object._modelViewMatrix;
-		delete object._normalMatrix;
-
-		delete object._normalMatrixArray;
-		delete object._modelViewMatrixArray;
-		delete object._modelMatrixArray;
-
-		if ( object instanceof THREE.Mesh ) {
-
-			for ( var g in object.geometry.geometryGroups ) {
-
-				deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
-
-			}
-
-		} else if ( object instanceof THREE.Ribbon ) {
-
-			deleteRibbonBuffers( object.geometry );
-
-		} else if ( object instanceof THREE.Line ) {
-
-			deleteLineBuffers( object.geometry );
-
-		} else if ( object instanceof THREE.ParticleSystem ) {
-
-			deleteParticleBuffers( object.geometry );
-
-		}
-
-	};
-
-	this.deallocateTexture = function ( texture ) {
-
-		if ( ! texture.__webglInit ) return;
-
-		texture.__webglInit = false;
-		_gl.deleteTexture( texture.__webglTexture );
-
-		_this.info.memory.textures --;
-
-	};
-
-	this.deallocateRenderTarget = function ( renderTarget ) {
-
-		if ( !renderTarget || ! renderTarget.__webglTexture ) return;
-
-		_gl.deleteTexture( renderTarget.__webglTexture );
-
-		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
-
-			for ( var i = 0; i < 6; i ++ ) {
-
-				_gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
-				_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
-
-			}
-
-		} else {
-
-			_gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
-			_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
-
-		}
-
-	};
-
-	this.deallocateMaterial = function ( material ) {
-
-		var program = material.program;
-
-		if ( ! program ) return;
-
-		material.program = undefined;
-
-		// only deallocate GL program if this was the last use of shared program
-		// assumed there is only single copy of any program in the _programs list
-		// (that's how it's constructed)
-
-		var i, il, programInfo;
-		var deleteProgram = false;
-
-		for ( i = 0, il = _programs.length; i < il; i ++ ) {
-
-			programInfo = _programs[ i ];
-
-			if ( programInfo.program === program ) {
-
-				programInfo.usedTimes --;
-
-				if ( programInfo.usedTimes === 0 ) {
-
-					deleteProgram = true;
-
-				}
-
-				break;
-
-			}
-
-		}
-
-		if ( deleteProgram ) {
-
-			// avoid using array.splice, this is costlier than creating new array from scratch
-
-			var newPrograms = [];
-
-			for ( i = 0, il = _programs.length; i < il; i ++ ) {
-
-				programInfo = _programs[ i ];
-
-				if ( programInfo.program !== program ) {
-
-					newPrograms.push( programInfo );
-
-				}
-
-			}
-
-			_programs = newPrograms;
-
-			_gl.deleteProgram( program );
-
-			_this.info.memory.programs --;
-
-		}
-
-	};
-
-	// Rendering
-
-	this.updateShadowMap = function ( scene, camera ) {
-
-		_currentProgram = null;
-		_oldBlending = -1;
-		_oldDepthTest = -1;
-		_oldDepthWrite = -1;
-		_currentGeometryGroupHash = -1;
-		_currentMaterialId = -1;
-		_lightsNeedUpdate = true;
-		_oldDoubleSided = -1;
-		_oldFlipSided = -1;
-
-		this.shadowMapPlugin.update( scene, camera );
-
-	};
-
-	// Internal functions
-
-	// Buffer allocation
-
-	function createParticleBuffers ( geometry ) {
-
-		geometry.__webglVertexBuffer = _gl.createBuffer();
-		geometry.__webglColorBuffer = _gl.createBuffer();
-
-		_this.info.memory.geometries ++;
-
-	};
-
-	function createLineBuffers ( geometry ) {
-
-		geometry.__webglVertexBuffer = _gl.createBuffer();
-		geometry.__webglColorBuffer = _gl.createBuffer();
-		geometry.__webglLineDistanceBuffer = _gl.createBuffer();
-
-		_this.info.memory.geometries ++;
-
-	};
-
-	function createRibbonBuffers ( geometry ) {
-
-		geometry.__webglVertexBuffer = _gl.createBuffer();
-		geometry.__webglColorBuffer = _gl.createBuffer();
-		geometry.__webglNormalBuffer = _gl.createBuffer();
-
-		_this.info.memory.geometries ++;
-
-	};
-
-	function createMeshBuffers ( geometryGroup ) {
-
-		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
-		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
-		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
-		geometryGroup.__webglColorBuffer = _gl.createBuffer();
-		geometryGroup.__webglUVBuffer = _gl.createBuffer();
-		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
-
-		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
-		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
-
-		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
-		geometryGroup.__webglLineBuffer = _gl.createBuffer();
-
-		var m, ml;
-
-		if ( geometryGroup.numMorphTargets ) {
-
-			geometryGroup.__webglMorphTargetsBuffers = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
-
-				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
-
-			}
-
-		}
-
-		if ( geometryGroup.numMorphNormals ) {
-
-			geometryGroup.__webglMorphNormalsBuffers = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
-
-				geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
-
-			}
-
-		}
-
-		_this.info.memory.geometries ++;
-
-	};
-
-	// Buffer deallocation
-
-	function deleteParticleBuffers ( geometry ) {
-
-		_gl.deleteBuffer( geometry.__webglVertexBuffer );
-		_gl.deleteBuffer( geometry.__webglColorBuffer );
-
-		deleteCustomAttributesBuffers( geometry );
-
-		_this.info.memory.geometries --;
-
-	};
-
-	function deleteLineBuffers ( geometry ) {
-
-		_gl.deleteBuffer( geometry.__webglVertexBuffer );
-		_gl.deleteBuffer( geometry.__webglColorBuffer );
-		_gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
-
-		deleteCustomAttributesBuffers( geometry );
-
-		_this.info.memory.geometries --;
-
-	};
-
-	function deleteRibbonBuffers ( geometry ) {
-
-		_gl.deleteBuffer( geometry.__webglVertexBuffer );
-		_gl.deleteBuffer( geometry.__webglColorBuffer );
-		_gl.deleteBuffer( geometry.__webglNormalBuffer );
-
-		deleteCustomAttributesBuffers( geometry );
-
-		_this.info.memory.geometries --;
-
-	};
-
-	function deleteMeshBuffers ( geometryGroup ) {
-
-		_gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglColorBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglUVBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
-
-		_gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
-
-		_gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
-		_gl.deleteBuffer( geometryGroup.__webglLineBuffer );
-
-		var m, ml;
-
-		if ( geometryGroup.numMorphTargets ) {
-
-			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
-
-				_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
-
-			}
-
-		}
-
-		if ( geometryGroup.numMorphNormals ) {
-
-			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
-
-				_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
-
-			}
-
-		}
-
-		deleteCustomAttributesBuffers( geometryGroup );
-
-		_this.info.memory.geometries --;
-
-	};
-
-	function deleteCustomAttributesBuffers( geometry ) {
-
-		if ( geometry.__webglCustomAttributesList ) {
-
-			for ( var id in geometry.__webglCustomAttributesList ) {
-
-				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
-
-			}
-
-		}
-
-	};
-
-	// Buffer initialization
-
-	function initCustomAttributes ( geometry, object ) {
-
-		var nvertices = geometry.vertices.length;
-
-		var material = object.material;
-
-		if ( material.attributes ) {
-
-			if ( geometry.__webglCustomAttributesList === undefined ) {
-
-				geometry.__webglCustomAttributesList = [];
-
-			}
-
-			for ( var a in material.attributes ) {
-
-				var attribute = material.attributes[ a ];
-
-				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
-
-					attribute.__webglInitialized = true;
-
-					var size = 1;		// "f" and "i"
-
-					if ( attribute.type === "v2" ) size = 2;
-					else if ( attribute.type === "v3" ) size = 3;
-					else if ( attribute.type === "v4" ) size = 4;
-					else if ( attribute.type === "c"  ) size = 3;
-
-					attribute.size = size;
-
-					attribute.array = new Float32Array( nvertices * size );
-
-					attribute.buffer = _gl.createBuffer();
-					attribute.buffer.belongsToAttribute = a;
-
-					attribute.needsUpdate = true;
-
-				}
-
-				geometry.__webglCustomAttributesList.push( attribute );
-
-			}
-
-		}
-
-	};
-
-	function initParticleBuffers ( geometry, object ) {
-
-		var nvertices = geometry.vertices.length;
-
-		geometry.__vertexArray = new Float32Array( nvertices * 3 );
-		geometry.__colorArray = new Float32Array( nvertices * 3 );
-
-		geometry.__sortArray = [];
-
-		geometry.__webglParticleCount = nvertices;
-
-		initCustomAttributes ( geometry, object );
-
-	};
-
-	function initLineBuffers ( geometry, object ) {
-
-		var nvertices = geometry.vertices.length;
-
-		geometry.__vertexArray = new Float32Array( nvertices * 3 );
-		geometry.__colorArray = new Float32Array( nvertices * 3 );
-		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
-
-		geometry.__webglLineCount = nvertices;
-
-		initCustomAttributes ( geometry, object );
-
-	};
-
-	function initRibbonBuffers ( geometry, object ) {
-
-		var nvertices = geometry.vertices.length;
-
-		geometry.__vertexArray = new Float32Array( nvertices * 3 );
-		geometry.__colorArray = new Float32Array( nvertices * 3 );
-		geometry.__normalArray = new Float32Array( nvertices * 3 );
-
-		geometry.__webglVertexCount = nvertices;
-
-		initCustomAttributes ( geometry, object );
-
-	};
-
-	function initMeshBuffers ( geometryGroup, object ) {
-
-		var geometry = object.geometry,
-			faces3 = geometryGroup.faces3,
-			faces4 = geometryGroup.faces4,
-
-			nvertices = faces3.length * 3 + faces4.length * 4,
-			ntris     = faces3.length * 1 + faces4.length * 2,
-			nlines    = faces3.length * 3 + faces4.length * 4,
-
-			material = getBufferMaterial( object, geometryGroup ),
-
-			uvType = bufferGuessUVType( material ),
-			normalType = bufferGuessNormalType( material ),
-			vertexColorType = bufferGuessVertexColorType( material );
-
-		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
-
-		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
-
-		if ( normalType ) {
-
-			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
-
-		}
-
-		if ( geometry.hasTangents ) {
-
-			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
-
-		}
-
-		if ( vertexColorType ) {
-
-			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
-
-		}
-
-		if ( uvType ) {
-
-			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
-
-				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
-
-			}
-
-			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
-
-				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
-
-			}
-
-		}
-
-		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
-
-			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
-			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
-
-		}
-
-		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
-		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
-
-		var m, ml;
-
-		if ( geometryGroup.numMorphTargets ) {
-
-			geometryGroup.__morphTargetsArrays = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
-
-				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
-
-			}
-
-		}
-
-		if ( geometryGroup.numMorphNormals ) {
-
-			geometryGroup.__morphNormalsArrays = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
-
-				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
-
-			}
-
-		}
-
-		geometryGroup.__webglFaceCount = ntris * 3;
-		geometryGroup.__webglLineCount = nlines * 2;
-
-
-		// custom attributes
-
-		if ( material.attributes ) {
-
-			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
-
-				geometryGroup.__webglCustomAttributesList = [];
-
-			}
-
-			for ( var a in material.attributes ) {
-
-				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
-				// attribute buffers which are correctly indexed in the setMeshBuffers function
-
-				var originalAttribute = material.attributes[ a ];
-
-				var attribute = {};
-
-				for ( var property in originalAttribute ) {
-
-					attribute[ property ] = originalAttribute[ property ];
-
-				}
-
-				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
-
-					attribute.__webglInitialized = true;
-
-					var size = 1;		// "f" and "i"
-
-					if( attribute.type === "v2" ) size = 2;
-					else if( attribute.type === "v3" ) size = 3;
-					else if( attribute.type === "v4" ) size = 4;
-					else if( attribute.type === "c"  ) size = 3;
-
-					attribute.size = size;
-
-					attribute.array = new Float32Array( nvertices * size );
-
-					attribute.buffer = _gl.createBuffer();
-					attribute.buffer.belongsToAttribute = a;
-
-					originalAttribute.needsUpdate = true;
-					attribute.__original = originalAttribute;
-
-				}
-
-				geometryGroup.__webglCustomAttributesList.push( attribute );
-
-			}
-
-		}
-
-		geometryGroup.__inittedArrays = true;
-
-	};
-
-	function getBufferMaterial( object, geometryGroup ) {
-
-		return object.material instanceof THREE.MeshFaceMaterial
-			? object.material.materials[ geometryGroup.materialIndex ]
-			: object.material;
-
-	};
-
-	function materialNeedsSmoothNormals ( material ) {
-
-		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
-
-	};
-
-	function bufferGuessNormalType ( material ) {
-
-		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
-
-		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
-
-			return false;
-
-		}
-
-		if ( materialNeedsSmoothNormals( material ) ) {
-
-			return THREE.SmoothShading;
-
-		} else {
-
-			return THREE.FlatShading;
-
-		}
-
-	};
-
-	function bufferGuessVertexColorType ( material ) {
-
-		if ( material.vertexColors ) {
-
-			return material.vertexColors;
-
-		}
-
-		return false;
-
-	};
-
-	function bufferGuessUVType ( material ) {
-
-		// material must use some texture to require uvs
-
-		if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
-
-			return true;
-
-		}
-
-		return false;
-
-	};
-
-	//
-
-	function initDirectBuffers( geometry ) {
-
-		var a, attribute, type;
-
-		for ( a in geometry.attributes ) {
-
-			if ( a === "index" ) {
-
-				type = _gl.ELEMENT_ARRAY_BUFFER;
-
-			} else {
-
-				type = _gl.ARRAY_BUFFER;
-
-			}
-
-			attribute = geometry.attributes[ a ];
-
-			attribute.buffer = _gl.createBuffer();
-
-			_gl.bindBuffer( type, attribute.buffer );
-			_gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
-
-		}
-
-	};
-
-	// Buffer setting
-
-	function setParticleBuffers ( geometry, hint, object ) {
-
-		var v, c, vertex, offset, index, color,
-
-		vertices = geometry.vertices,
-		vl = vertices.length,
-
-		colors = geometry.colors,
-		cl = colors.length,
-
-		vertexArray = geometry.__vertexArray,
-		colorArray = geometry.__colorArray,
-
-		sortArray = geometry.__sortArray,
-
-		dirtyVertices = geometry.verticesNeedUpdate,
-		dirtyElements = geometry.elementsNeedUpdate,
-		dirtyColors = geometry.colorsNeedUpdate,
-
-		customAttributes = geometry.__webglCustomAttributesList,
-		i, il,
-		a, ca, cal, value,
-		customAttribute;
-
-		if ( object.sortParticles ) {
-
-			_projScreenMatrixPS.copy( _projScreenMatrix );
-			_projScreenMatrixPS.multiplySelf( object.matrixWorld );
-
-			for ( v = 0; v < vl; v ++ ) {
-
-				vertex = vertices[ v ];
-
-				_vector3.copy( vertex );
-				_projScreenMatrixPS.multiplyVector3( _vector3 );
-
-				sortArray[ v ] = [ _vector3.z, v ];
-
-			}
-
-			sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
-
-			for ( v = 0; v < vl; v ++ ) {
-
-				vertex = vertices[ sortArray[v][1] ];
-
-				offset = v * 3;
-
-				vertexArray[ offset ]     = vertex.x;
-				vertexArray[ offset + 1 ] = vertex.y;
-				vertexArray[ offset + 2 ] = vertex.z;
-
-			}
-
-			for ( c = 0; c < cl; c ++ ) {
-
-				offset = c * 3;
-
-				color = colors[ sortArray[c][1] ];
-
-				colorArray[ offset ]     = color.r;
-				colorArray[ offset + 1 ] = color.g;
-				colorArray[ offset + 2 ] = color.b;
-
-			}
-
-			if ( customAttributes ) {
-
-				for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-					customAttribute = customAttributes[ i ];
-
-					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
-
-					offset = 0;
-
-					cal = customAttribute.value.length;
-
-					if ( customAttribute.size === 1 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							index = sortArray[ ca ][ 1 ];
-
-							customAttribute.array[ ca ] = customAttribute.value[ index ];
-
-						}
-
-					} else if ( customAttribute.size === 2 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							index = sortArray[ ca ][ 1 ];
-
-							value = customAttribute.value[ index ];
-
-							customAttribute.array[ offset ] 	= value.x;
-							customAttribute.array[ offset + 1 ] = value.y;
-
-							offset += 2;
-
-						}
-
-					} else if ( customAttribute.size === 3 ) {
-
-						if ( customAttribute.type === "c" ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								index = sortArray[ ca ][ 1 ];
-
-								value = customAttribute.value[ index ];
-
-								customAttribute.array[ offset ]     = value.r;
-								customAttribute.array[ offset + 1 ] = value.g;
-								customAttribute.array[ offset + 2 ] = value.b;
-
-								offset += 3;
-
-							}
-
-						} else {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								index = sortArray[ ca ][ 1 ];
-
-								value = customAttribute.value[ index ];
-
-								customAttribute.array[ offset ] 	= value.x;
-								customAttribute.array[ offset + 1 ] = value.y;
-								customAttribute.array[ offset + 2 ] = value.z;
-
-								offset += 3;
-
-							}
-
-						}
-
-					} else if ( customAttribute.size === 4 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							index = sortArray[ ca ][ 1 ];
-
-							value = customAttribute.value[ index ];
-
-							customAttribute.array[ offset ]      = value.x;
-							customAttribute.array[ offset + 1  ] = value.y;
-							customAttribute.array[ offset + 2  ] = value.z;
-							customAttribute.array[ offset + 3  ] = value.w;
-
-							offset += 4;
-
-						}
-
-					}
-
-				}
-
-			}
-
-		} else {
-
-			if ( dirtyVertices ) {
-
-				for ( v = 0; v < vl; v ++ ) {
-
-					vertex = vertices[ v ];
-
-					offset = v * 3;
-
-					vertexArray[ offset ]     = vertex.x;
-					vertexArray[ offset + 1 ] = vertex.y;
-					vertexArray[ offset + 2 ] = vertex.z;
-
-				}
-
-			}
-
-			if ( dirtyColors ) {
-
-				for ( c = 0; c < cl; c ++ ) {
-
-					color = colors[ c ];
-
-					offset = c * 3;
-
-					colorArray[ offset ]     = color.r;
-					colorArray[ offset + 1 ] = color.g;
-					colorArray[ offset + 2 ] = color.b;
-
-				}
-
-			}
-
-			if ( customAttributes ) {
-
-				for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-					customAttribute = customAttributes[ i ];
-
-					if ( customAttribute.needsUpdate &&
-						 ( customAttribute.boundTo === undefined ||
-						   customAttribute.boundTo === "vertices") ) {
-
-						cal = customAttribute.value.length;
-
-						offset = 0;
-
-						if ( customAttribute.size === 1 ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								customAttribute.array[ ca ] = customAttribute.value[ ca ];
-
-							}
-
-						} else if ( customAttribute.size === 2 ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								value = customAttribute.value[ ca ];
-
-								customAttribute.array[ offset ] 	= value.x;
-								customAttribute.array[ offset + 1 ] = value.y;
-
-								offset += 2;
-
-							}
-
-						} else if ( customAttribute.size === 3 ) {
-
-							if ( customAttribute.type === "c" ) {
-
-								for ( ca = 0; ca < cal; ca ++ ) {
-
-									value = customAttribute.value[ ca ];
-
-									customAttribute.array[ offset ] 	= value.r;
-									customAttribute.array[ offset + 1 ] = value.g;
-									customAttribute.array[ offset + 2 ] = value.b;
-
-									offset += 3;
-
-								}
-
-							} else {
-
-								for ( ca = 0; ca < cal; ca ++ ) {
-
-									value = customAttribute.value[ ca ];
-
-									customAttribute.array[ offset ] 	= value.x;
-									customAttribute.array[ offset + 1 ] = value.y;
-									customAttribute.array[ offset + 2 ] = value.z;
-
-									offset += 3;
-
-								}
-
-							}
-
-						} else if ( customAttribute.size === 4 ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								value = customAttribute.value[ ca ];
-
-								customAttribute.array[ offset ]      = value.x;
-								customAttribute.array[ offset + 1  ] = value.y;
-								customAttribute.array[ offset + 2  ] = value.z;
-								customAttribute.array[ offset + 3  ] = value.w;
-
-								offset += 4;
-
-							}
-
-						}
-
-					}
-
-				}
-
-			}
-
-		}
-
-		if ( dirtyVertices || object.sortParticles ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
-		}
-
-		if ( dirtyColors || object.sortParticles ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
-		}
-
-		if ( customAttributes ) {
-
-			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-				customAttribute = customAttributes[ i ];
-
-				if ( customAttribute.needsUpdate || object.sortParticles ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
-					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
-
-				}
-
-			}
-
-		}
-
-
-	};
-
-	function setLineBuffers ( geometry, hint ) {
-
-		var v, c, d, vertex, offset, color,
-
-		vertices = geometry.vertices,
-		colors = geometry.colors,
-		lineDistances = geometry.lineDistances,
-
-		vl = vertices.length,
-		cl = colors.length,
-		dl = lineDistances.length,
-
-		vertexArray = geometry.__vertexArray,
-		colorArray = geometry.__colorArray,
-		lineDistanceArray = geometry.__lineDistanceArray,
-
-		dirtyVertices = geometry.verticesNeedUpdate,
-		dirtyColors = geometry.colorsNeedUpdate,
-		dirtyLineDistances = geometry.lineDistancesNeedUpdate,
-
-		customAttributes = geometry.__webglCustomAttributesList,
-
-		i, il,
-		a, ca, cal, value,
-		customAttribute;
-
-		if ( dirtyVertices ) {
-
-			for ( v = 0; v < vl; v ++ ) {
-
-				vertex = vertices[ v ];
-
-				offset = v * 3;
-
-				vertexArray[ offset ]     = vertex.x;
-				vertexArray[ offset + 1 ] = vertex.y;
-				vertexArray[ offset + 2 ] = vertex.z;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
-		}
-
-		if ( dirtyColors ) {
-
-			for ( c = 0; c < cl; c ++ ) {
-
-				color = colors[ c ];
-
-				offset = c * 3;
-
-				colorArray[ offset ]     = color.r;
-				colorArray[ offset + 1 ] = color.g;
-				colorArray[ offset + 2 ] = color.b;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
-		}
-
-		if ( dirtyLineDistances ) {
-
-			for ( d = 0; d < dl; d ++ ) {
-
-				lineDistanceArray[ d ] = lineDistances[ d ];
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
-
-		}
-
-		if ( customAttributes ) {
-
-			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-				customAttribute = customAttributes[ i ];
-
-				if ( customAttribute.needsUpdate &&
-					 ( customAttribute.boundTo === undefined ||
-					   customAttribute.boundTo === "vertices" ) ) {
-
-					offset = 0;
-
-					cal = customAttribute.value.length;
-
-					if ( customAttribute.size === 1 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							customAttribute.array[ ca ] = customAttribute.value[ ca ];
-
-						}
-
-					} else if ( customAttribute.size === 2 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							value = customAttribute.value[ ca ];
-
-							customAttribute.array[ offset ] 	= value.x;
-							customAttribute.array[ offset + 1 ] = value.y;
-
-							offset += 2;
-
-						}
-
-					} else if ( customAttribute.size === 3 ) {
-
-						if ( customAttribute.type === "c" ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								value = customAttribute.value[ ca ];
-
-								customAttribute.array[ offset ] 	= value.r;
-								customAttribute.array[ offset + 1 ] = value.g;
-								customAttribute.array[ offset + 2 ] = value.b;
-
-								offset += 3;
-
-							}
-
-						} else {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								value = customAttribute.value[ ca ];
-
-								customAttribute.array[ offset ] 	= value.x;
-								customAttribute.array[ offset + 1 ] = value.y;
-								customAttribute.array[ offset + 2 ] = value.z;
-
-								offset += 3;
-
-							}
-
-						}
-
-					} else if ( customAttribute.size === 4 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							value = customAttribute.value[ ca ];
-
-							customAttribute.array[ offset ] 	 = value.x;
-							customAttribute.array[ offset + 1  ] = value.y;
-							customAttribute.array[ offset + 2  ] = value.z;
-							customAttribute.array[ offset + 3  ] = value.w;
-
-							offset += 4;
-
-						}
-
-					}
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
-					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	function setRibbonBuffers ( geometry, hint ) {
-
-		var v, c, n, vertex, offset, color, normal,
-
-		i, il, ca, cal, customAttribute, value,
-
-		vertices = geometry.vertices,
-		colors = geometry.colors,
-		normals = geometry.normals,
-
-		vl = vertices.length,
-		cl = colors.length,
-		nl = normals.length,
-
-		vertexArray = geometry.__vertexArray,
-		colorArray = geometry.__colorArray,
-		normalArray = geometry.__normalArray,
-
-		dirtyVertices = geometry.verticesNeedUpdate,
-		dirtyColors = geometry.colorsNeedUpdate,
-		dirtyNormals = geometry.normalsNeedUpdate,
-
-		customAttributes = geometry.__webglCustomAttributesList;
-
-		if ( dirtyVertices ) {
-
-			for ( v = 0; v < vl; v ++ ) {
-
-				vertex = vertices[ v ];
-
-				offset = v * 3;
-
-				vertexArray[ offset ]     = vertex.x;
-				vertexArray[ offset + 1 ] = vertex.y;
-				vertexArray[ offset + 2 ] = vertex.z;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
-		}
-
-		if ( dirtyColors ) {
-
-			for ( c = 0; c < cl; c ++ ) {
-
-				color = colors[ c ];
-
-				offset = c * 3;
-
-				colorArray[ offset ]     = color.r;
-				colorArray[ offset + 1 ] = color.g;
-				colorArray[ offset + 2 ] = color.b;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
-		}
-
-		if ( dirtyNormals ) {
-
-			for ( n = 0; n < nl; n ++ ) {
-
-				normal = normals[ n ];
-
-				offset = n * 3;
-
-				normalArray[ offset ]     = normal.x;
-				normalArray[ offset + 1 ] = normal.y;
-				normalArray[ offset + 2 ] = normal.z;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
-
-		}
-
-		if ( customAttributes ) {
-
-			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-				customAttribute = customAttributes[ i ];
-
-				if ( customAttribute.needsUpdate &&
-					 ( customAttribute.boundTo === undefined ||
-					   customAttribute.boundTo === "vertices" ) ) {
-
-					offset = 0;
-
-					cal = customAttribute.value.length;
-
-					if ( customAttribute.size === 1 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							customAttribute.array[ ca ] = customAttribute.value[ ca ];
-
-						}
-
-					} else if ( customAttribute.size === 2 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							value = customAttribute.value[ ca ];
-
-							customAttribute.array[ offset ] 	= value.x;
-							customAttribute.array[ offset + 1 ] = value.y;
-
-							offset += 2;
-
-						}
-
-					} else if ( customAttribute.size === 3 ) {
-
-						if ( customAttribute.type === "c" ) {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								value = customAttribute.value[ ca ];
-
-								customAttribute.array[ offset ] 	= value.r;
-								customAttribute.array[ offset + 1 ] = value.g;
-								customAttribute.array[ offset + 2 ] = value.b;
-
-								offset += 3;
-
-							}
-
-						} else {
-
-							for ( ca = 0; ca < cal; ca ++ ) {
-
-								value = customAttribute.value[ ca ];
-
-								customAttribute.array[ offset ] 	= value.x;
-								customAttribute.array[ offset + 1 ] = value.y;
-								customAttribute.array[ offset + 2 ] = value.z;
-
-								offset += 3;
-
-							}
-
-						}
-
-					} else if ( customAttribute.size === 4 ) {
-
-						for ( ca = 0; ca < cal; ca ++ ) {
-
-							value = customAttribute.value[ ca ];
-
-							customAttribute.array[ offset ] 	 = value.x;
-							customAttribute.array[ offset + 1  ] = value.y;
-							customAttribute.array[ offset + 2  ] = value.z;
-							customAttribute.array[ offset + 3  ] = value.w;
-
-							offset += 4;
-
-						}
-
-					}
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
-					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
-
-		if ( ! geometryGroup.__inittedArrays ) {
-
-			return;
-
-		}
-
-		var normalType = bufferGuessNormalType( material ),
-		vertexColorType = bufferGuessVertexColorType( material ),
-		uvType = bufferGuessUVType( material ),
-
-		needsSmoothNormals = ( normalType === THREE.SmoothShading );
-
-		var f, fl, fi, face,
-		vertexNormals, faceNormal, normal,
-		vertexColors, faceColor,
-		vertexTangents,
-		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
-		c1, c2, c3, c4,
-		sw1, sw2, sw3, sw4,
-		si1, si2, si3, si4,
-		sa1, sa2, sa3, sa4,
-		sb1, sb2, sb3, sb4,
-		m, ml, i, il,
-		vn, uvi, uv2i,
-		vk, vkl, vka,
-		nka, chf, faceVertexNormals,
-		a,
-
-		vertexIndex = 0,
-
-		offset = 0,
-		offset_uv = 0,
-		offset_uv2 = 0,
-		offset_face = 0,
-		offset_normal = 0,
-		offset_tangent = 0,
-		offset_line = 0,
-		offset_color = 0,
-		offset_skin = 0,
-		offset_morphTarget = 0,
-		offset_custom = 0,
-		offset_customSrc = 0,
-
-		value,
-
-		vertexArray = geometryGroup.__vertexArray,
-		uvArray = geometryGroup.__uvArray,
-		uv2Array = geometryGroup.__uv2Array,
-		normalArray = geometryGroup.__normalArray,
-		tangentArray = geometryGroup.__tangentArray,
-		colorArray = geometryGroup.__colorArray,
-
-		skinIndexArray = geometryGroup.__skinIndexArray,
-		skinWeightArray = geometryGroup.__skinWeightArray,
-
-		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
-		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
-
-		customAttributes = geometryGroup.__webglCustomAttributesList,
-		customAttribute,
-
-		faceArray = geometryGroup.__faceArray,
-		lineArray = geometryGroup.__lineArray,
-
-		geometry = object.geometry, // this is shared for all chunks
-
-		dirtyVertices = geometry.verticesNeedUpdate,
-		dirtyElements = geometry.elementsNeedUpdate,
-		dirtyUvs = geometry.uvsNeedUpdate,
-		dirtyNormals = geometry.normalsNeedUpdate,
-		dirtyTangents = geometry.tangentsNeedUpdate,
-		dirtyColors = geometry.colorsNeedUpdate,
-		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
-
-		vertices = geometry.vertices,
-		chunk_faces3 = geometryGroup.faces3,
-		chunk_faces4 = geometryGroup.faces4,
-		obj_faces = geometry.faces,
-
-		obj_uvs  = geometry.faceVertexUvs[ 0 ],
-		obj_uvs2 = geometry.faceVertexUvs[ 1 ],
-
-		obj_colors = geometry.colors,
-
-		obj_skinIndices = geometry.skinIndices,
-		obj_skinWeights = geometry.skinWeights,
-
-		morphTargets = geometry.morphTargets,
-		morphNormals = geometry.morphNormals;
-
-		if ( dirtyVertices ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ] ];
-
-				v1 = vertices[ face.a ];
-				v2 = vertices[ face.b ];
-				v3 = vertices[ face.c ];
-
-				vertexArray[ offset ]     = v1.x;
-				vertexArray[ offset + 1 ] = v1.y;
-				vertexArray[ offset + 2 ] = v1.z;
-
-				vertexArray[ offset + 3 ] = v2.x;
-				vertexArray[ offset + 4 ] = v2.y;
-				vertexArray[ offset + 5 ] = v2.z;
-
-				vertexArray[ offset + 6 ] = v3.x;
-				vertexArray[ offset + 7 ] = v3.y;
-				vertexArray[ offset + 8 ] = v3.z;
-
-				offset += 9;
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				v1 = vertices[ face.a ];
-				v2 = vertices[ face.b ];
-				v3 = vertices[ face.c ];
-				v4 = vertices[ face.d ];
-
-				vertexArray[ offset ]     = v1.x;
-				vertexArray[ offset + 1 ] = v1.y;
-				vertexArray[ offset + 2 ] = v1.z;
-
-				vertexArray[ offset + 3 ] = v2.x;
-				vertexArray[ offset + 4 ] = v2.y;
-				vertexArray[ offset + 5 ] = v2.z;
-
-				vertexArray[ offset + 6 ] = v3.x;
-				vertexArray[ offset + 7 ] = v3.y;
-				vertexArray[ offset + 8 ] = v3.z;
-
-				vertexArray[ offset + 9 ]  = v4.x;
-				vertexArray[ offset + 10 ] = v4.y;
-				vertexArray[ offset + 11 ] = v4.z;
-
-				offset += 12;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
-		}
-
-		if ( dirtyMorphTargets ) {
-
-			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
-
-				offset_morphTarget = 0;
-
-				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-					chf = chunk_faces3[ f ];
-					face = obj_faces[ chf ];
-
-					// morph positions
-
-					v1 = morphTargets[ vk ].vertices[ face.a ];
-					v2 = morphTargets[ vk ].vertices[ face.b ];
-					v3 = morphTargets[ vk ].vertices[ face.c ];
-
-					vka = morphTargetsArrays[ vk ];
-
-					vka[ offset_morphTarget ] 	  = v1.x;
-					vka[ offset_morphTarget + 1 ] = v1.y;
-					vka[ offset_morphTarget + 2 ] = v1.z;
-
-					vka[ offset_morphTarget + 3 ] = v2.x;
-					vka[ offset_morphTarget + 4 ] = v2.y;
-					vka[ offset_morphTarget + 5 ] = v2.z;
-
-					vka[ offset_morphTarget + 6 ] = v3.x;
-					vka[ offset_morphTarget + 7 ] = v3.y;
-					vka[ offset_morphTarget + 8 ] = v3.z;
-
-					// morph normals
-
-					if ( material.morphNormals ) {
-
-						if ( needsSmoothNormals ) {
-
-							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
-
-							n1 = faceVertexNormals.a;
-							n2 = faceVertexNormals.b;
-							n3 = faceVertexNormals.c;
-
-						} else {
-
-							n1 = morphNormals[ vk ].faceNormals[ chf ];
-							n2 = n1;
-							n3 = n1;
-
-						}
-
-						nka = morphNormalsArrays[ vk ];
-
-						nka[ offset_morphTarget ] 	  = n1.x;
-						nka[ offset_morphTarget + 1 ] = n1.y;
-						nka[ offset_morphTarget + 2 ] = n1.z;
-
-						nka[ offset_morphTarget + 3 ] = n2.x;
-						nka[ offset_morphTarget + 4 ] = n2.y;
-						nka[ offset_morphTarget + 5 ] = n2.z;
-
-						nka[ offset_morphTarget + 6 ] = n3.x;
-						nka[ offset_morphTarget + 7 ] = n3.y;
-						nka[ offset_morphTarget + 8 ] = n3.z;
-
-					}
-
-					//
-
-					offset_morphTarget += 9;
-
-				}
-
-				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-					chf = chunk_faces4[ f ];
-					face = obj_faces[ chf ];
-
-					// morph positions
-
-					v1 = morphTargets[ vk ].vertices[ face.a ];
-					v2 = morphTargets[ vk ].vertices[ face.b ];
-					v3 = morphTargets[ vk ].vertices[ face.c ];
-					v4 = morphTargets[ vk ].vertices[ face.d ];
-
-					vka = morphTargetsArrays[ vk ];
-
-					vka[ offset_morphTarget ] 	  = v1.x;
-					vka[ offset_morphTarget + 1 ] = v1.y;
-					vka[ offset_morphTarget + 2 ] = v1.z;
-
-					vka[ offset_morphTarget + 3 ] = v2.x;
-					vka[ offset_morphTarget + 4 ] = v2.y;
-					vka[ offset_morphTarget + 5 ] = v2.z;
-
-					vka[ offset_morphTarget + 6 ] = v3.x;
-					vka[ offset_morphTarget + 7 ] = v3.y;
-					vka[ offset_morphTarget + 8 ] = v3.z;
-
-					vka[ offset_morphTarget + 9 ]  = v4.x;
-					vka[ offset_morphTarget + 10 ] = v4.y;
-					vka[ offset_morphTarget + 11 ] = v4.z;
-
-					// morph normals
-
-					if ( material.morphNormals ) {
-
-						if ( needsSmoothNormals ) {
-
-							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
-
-							n1 = faceVertexNormals.a;
-							n2 = faceVertexNormals.b;
-							n3 = faceVertexNormals.c;
-							n4 = faceVertexNormals.d;
-
-						} else {
-
-							n1 = morphNormals[ vk ].faceNormals[ chf ];
-							n2 = n1;
-							n3 = n1;
-							n4 = n1;
-
-						}
-
-						nka = morphNormalsArrays[ vk ];
-
-						nka[ offset_morphTarget ] 	  = n1.x;
-						nka[ offset_morphTarget + 1 ] = n1.y;
-						nka[ offset_morphTarget + 2 ] = n1.z;
-
-						nka[ offset_morphTarget + 3 ] = n2.x;
-						nka[ offset_morphTarget + 4 ] = n2.y;
-						nka[ offset_morphTarget + 5 ] = n2.z;
-
-						nka[ offset_morphTarget + 6 ] = n3.x;
-						nka[ offset_morphTarget + 7 ] = n3.y;
-						nka[ offset_morphTarget + 8 ] = n3.z;
-
-						nka[ offset_morphTarget + 9 ]  = n4.x;
-						nka[ offset_morphTarget + 10 ] = n4.y;
-						nka[ offset_morphTarget + 11 ] = n4.z;
-
-					}
-
-					//
-
-					offset_morphTarget += 12;
-
-				}
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
-				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
-
-				if ( material.morphNormals ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
-					_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
-
-				}
-
-			}
-
-		}
-
-		if ( obj_skinWeights.length ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ]	];
-
-				// weights
-
-				sw1 = obj_skinWeights[ face.a ];
-				sw2 = obj_skinWeights[ face.b ];
-				sw3 = obj_skinWeights[ face.c ];
-
-				skinWeightArray[ offset_skin ]     = sw1.x;
-				skinWeightArray[ offset_skin + 1 ] = sw1.y;
-				skinWeightArray[ offset_skin + 2 ] = sw1.z;
-				skinWeightArray[ offset_skin + 3 ] = sw1.w;
-
-				skinWeightArray[ offset_skin + 4 ] = sw2.x;
-				skinWeightArray[ offset_skin + 5 ] = sw2.y;
-				skinWeightArray[ offset_skin + 6 ] = sw2.z;
-				skinWeightArray[ offset_skin + 7 ] = sw2.w;
-
-				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
-				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
-				skinWeightArray[ offset_skin + 10 ] = sw3.z;
-				skinWeightArray[ offset_skin + 11 ] = sw3.w;
-
-				// indices
-
-				si1 = obj_skinIndices[ face.a ];
-				si2 = obj_skinIndices[ face.b ];
-				si3 = obj_skinIndices[ face.c ];
-
-				skinIndexArray[ offset_skin ]     = si1.x;
-				skinIndexArray[ offset_skin + 1 ] = si1.y;
-				skinIndexArray[ offset_skin + 2 ] = si1.z;
-				skinIndexArray[ offset_skin + 3 ] = si1.w;
-
-				skinIndexArray[ offset_skin + 4 ] = si2.x;
-				skinIndexArray[ offset_skin + 5 ] = si2.y;
-				skinIndexArray[ offset_skin + 6 ] = si2.z;
-				skinIndexArray[ offset_skin + 7 ] = si2.w;
-
-				skinIndexArray[ offset_skin + 8 ]  = si3.x;
-				skinIndexArray[ offset_skin + 9 ]  = si3.y;
-				skinIndexArray[ offset_skin + 10 ] = si3.z;
-				skinIndexArray[ offset_skin + 11 ] = si3.w;
-
-				offset_skin += 12;
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				// weights
-
-				sw1 = obj_skinWeights[ face.a ];
-				sw2 = obj_skinWeights[ face.b ];
-				sw3 = obj_skinWeights[ face.c ];
-				sw4 = obj_skinWeights[ face.d ];
-
-				skinWeightArray[ offset_skin ]     = sw1.x;
-				skinWeightArray[ offset_skin + 1 ] = sw1.y;
-				skinWeightArray[ offset_skin + 2 ] = sw1.z;
-				skinWeightArray[ offset_skin + 3 ] = sw1.w;
-
-				skinWeightArray[ offset_skin + 4 ] = sw2.x;
-				skinWeightArray[ offset_skin + 5 ] = sw2.y;
-				skinWeightArray[ offset_skin + 6 ] = sw2.z;
-				skinWeightArray[ offset_skin + 7 ] = sw2.w;
-
-				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
-				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
-				skinWeightArray[ offset_skin + 10 ] = sw3.z;
-				skinWeightArray[ offset_skin + 11 ] = sw3.w;
-
-				skinWeightArray[ offset_skin + 12 ] = sw4.x;
-				skinWeightArray[ offset_skin + 13 ] = sw4.y;
-				skinWeightArray[ offset_skin + 14 ] = sw4.z;
-				skinWeightArray[ offset_skin + 15 ] = sw4.w;
-
-				// indices
-
-				si1 = obj_skinIndices[ face.a ];
-				si2 = obj_skinIndices[ face.b ];
-				si3 = obj_skinIndices[ face.c ];
-				si4 = obj_skinIndices[ face.d ];
-
-				skinIndexArray[ offset_skin ]     = si1.x;
-				skinIndexArray[ offset_skin + 1 ] = si1.y;
-				skinIndexArray[ offset_skin + 2 ] = si1.z;
-				skinIndexArray[ offset_skin + 3 ] = si1.w;
-
-				skinIndexArray[ offset_skin + 4 ] = si2.x;
-				skinIndexArray[ offset_skin + 5 ] = si2.y;
-				skinIndexArray[ offset_skin + 6 ] = si2.z;
-				skinIndexArray[ offset_skin + 7 ] = si2.w;
-
-				skinIndexArray[ offset_skin + 8 ]  = si3.x;
-				skinIndexArray[ offset_skin + 9 ]  = si3.y;
-				skinIndexArray[ offset_skin + 10 ] = si3.z;
-				skinIndexArray[ offset_skin + 11 ] = si3.w;
-
-				skinIndexArray[ offset_skin + 12 ] = si4.x;
-				skinIndexArray[ offset_skin + 13 ] = si4.y;
-				skinIndexArray[ offset_skin + 14 ] = si4.z;
-				skinIndexArray[ offset_skin + 15 ] = si4.w;
-
-				offset_skin += 16;
-
-			}
-
-			if ( offset_skin > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
-
-			}
-
-		}
-
-		if ( dirtyColors && vertexColorType ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ]	];
-
-				vertexColors = face.vertexColors;
-				faceColor = face.color;
-
-				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
-
-					c1 = vertexColors[ 0 ];
-					c2 = vertexColors[ 1 ];
-					c3 = vertexColors[ 2 ];
-
-				} else {
-
-					c1 = faceColor;
-					c2 = faceColor;
-					c3 = faceColor;
-
-				}
-
-				colorArray[ offset_color ]     = c1.r;
-				colorArray[ offset_color + 1 ] = c1.g;
-				colorArray[ offset_color + 2 ] = c1.b;
-
-				colorArray[ offset_color + 3 ] = c2.r;
-				colorArray[ offset_color + 4 ] = c2.g;
-				colorArray[ offset_color + 5 ] = c2.b;
-
-				colorArray[ offset_color + 6 ] = c3.r;
-				colorArray[ offset_color + 7 ] = c3.g;
-				colorArray[ offset_color + 8 ] = c3.b;
-
-				offset_color += 9;
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				vertexColors = face.vertexColors;
-				faceColor = face.color;
-
-				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
-
-					c1 = vertexColors[ 0 ];
-					c2 = vertexColors[ 1 ];
-					c3 = vertexColors[ 2 ];
-					c4 = vertexColors[ 3 ];
-
-				} else {
-
-					c1 = faceColor;
-					c2 = faceColor;
-					c3 = faceColor;
-					c4 = faceColor;
-
-				}
-
-				colorArray[ offset_color ]     = c1.r;
-				colorArray[ offset_color + 1 ] = c1.g;
-				colorArray[ offset_color + 2 ] = c1.b;
-
-				colorArray[ offset_color + 3 ] = c2.r;
-				colorArray[ offset_color + 4 ] = c2.g;
-				colorArray[ offset_color + 5 ] = c2.b;
-
-				colorArray[ offset_color + 6 ] = c3.r;
-				colorArray[ offset_color + 7 ] = c3.g;
-				colorArray[ offset_color + 8 ] = c3.b;
-
-				colorArray[ offset_color + 9 ]  = c4.r;
-				colorArray[ offset_color + 10 ] = c4.g;
-				colorArray[ offset_color + 11 ] = c4.b;
-
-				offset_color += 12;
-
-			}
-
-			if ( offset_color > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
-			}
-
-		}
-
-		if ( dirtyTangents && geometry.hasTangents ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ]	];
-
-				vertexTangents = face.vertexTangents;
-
-				t1 = vertexTangents[ 0 ];
-				t2 = vertexTangents[ 1 ];
-				t3 = vertexTangents[ 2 ];
-
-				tangentArray[ offset_tangent ]     = t1.x;
-				tangentArray[ offset_tangent + 1 ] = t1.y;
-				tangentArray[ offset_tangent + 2 ] = t1.z;
-				tangentArray[ offset_tangent + 3 ] = t1.w;
-
-				tangentArray[ offset_tangent + 4 ] = t2.x;
-				tangentArray[ offset_tangent + 5 ] = t2.y;
-				tangentArray[ offset_tangent + 6 ] = t2.z;
-				tangentArray[ offset_tangent + 7 ] = t2.w;
-
-				tangentArray[ offset_tangent + 8 ]  = t3.x;
-				tangentArray[ offset_tangent + 9 ]  = t3.y;
-				tangentArray[ offset_tangent + 10 ] = t3.z;
-				tangentArray[ offset_tangent + 11 ] = t3.w;
-
-				offset_tangent += 12;
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				vertexTangents = face.vertexTangents;
-
-				t1 = vertexTangents[ 0 ];
-				t2 = vertexTangents[ 1 ];
-				t3 = vertexTangents[ 2 ];
-				t4 = vertexTangents[ 3 ];
-
-				tangentArray[ offset_tangent ]     = t1.x;
-				tangentArray[ offset_tangent + 1 ] = t1.y;
-				tangentArray[ offset_tangent + 2 ] = t1.z;
-				tangentArray[ offset_tangent + 3 ] = t1.w;
-
-				tangentArray[ offset_tangent + 4 ] = t2.x;
-				tangentArray[ offset_tangent + 5 ] = t2.y;
-				tangentArray[ offset_tangent + 6 ] = t2.z;
-				tangentArray[ offset_tangent + 7 ] = t2.w;
-
-				tangentArray[ offset_tangent + 8 ]  = t3.x;
-				tangentArray[ offset_tangent + 9 ]  = t3.y;
-				tangentArray[ offset_tangent + 10 ] = t3.z;
-				tangentArray[ offset_tangent + 11 ] = t3.w;
-
-				tangentArray[ offset_tangent + 12 ] = t4.x;
-				tangentArray[ offset_tangent + 13 ] = t4.y;
-				tangentArray[ offset_tangent + 14 ] = t4.z;
-				tangentArray[ offset_tangent + 15 ] = t4.w;
-
-				offset_tangent += 16;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
-
-		}
-
-		if ( dirtyNormals && normalType ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ]	];
-
-				vertexNormals = face.vertexNormals;
-				faceNormal = face.normal;
-
-				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
-
-					for ( i = 0; i < 3; i ++ ) {
-
-						vn = vertexNormals[ i ];
-
-						normalArray[ offset_normal ]     = vn.x;
-						normalArray[ offset_normal + 1 ] = vn.y;
-						normalArray[ offset_normal + 2 ] = vn.z;
-
-						offset_normal += 3;
-
-					}
-
-				} else {
-
-					for ( i = 0; i < 3; i ++ ) {
-
-						normalArray[ offset_normal ]     = faceNormal.x;
-						normalArray[ offset_normal + 1 ] = faceNormal.y;
-						normalArray[ offset_normal + 2 ] = faceNormal.z;
-
-						offset_normal += 3;
-
-					}
-
-				}
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces4[ f ] ];
-
-				vertexNormals = face.vertexNormals;
-				faceNormal = face.normal;
-
-				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
-
-					for ( i = 0; i < 4; i ++ ) {
-
-						vn = vertexNormals[ i ];
-
-						normalArray[ offset_normal ]     = vn.x;
-						normalArray[ offset_normal + 1 ] = vn.y;
-						normalArray[ offset_normal + 2 ] = vn.z;
-
-						offset_normal += 3;
-
-					}
-
-				} else {
-
-					for ( i = 0; i < 4; i ++ ) {
-
-						normalArray[ offset_normal ]     = faceNormal.x;
-						normalArray[ offset_normal + 1 ] = faceNormal.y;
-						normalArray[ offset_normal + 2 ] = faceNormal.z;
-
-						offset_normal += 3;
-
-					}
-
-				}
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
-
-		}
-
-		if ( dirtyUvs && obj_uvs && uvType ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				fi = chunk_faces3[ f ];
-
-				uv = obj_uvs[ fi ];
-
-				if ( uv === undefined ) continue;
-
-				for ( i = 0; i < 3; i ++ ) {
-
-					uvi = uv[ i ];
-
-					uvArray[ offset_uv ]     = uvi.u;
-					uvArray[ offset_uv + 1 ] = uvi.v;
-
-					offset_uv += 2;
-
-				}
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				fi = chunk_faces4[ f ];
-
-				uv = obj_uvs[ fi ];
-
-				if ( uv === undefined ) continue;
-
-				for ( i = 0; i < 4; i ++ ) {
-
-					uvi = uv[ i ];
-
-					uvArray[ offset_uv ]     = uvi.u;
-					uvArray[ offset_uv + 1 ] = uvi.v;
-
-					offset_uv += 2;
-
-				}
-
-			}
-
-			if ( offset_uv > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
-
-			}
-
-		}
-
-		if ( dirtyUvs && obj_uvs2 && uvType ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				fi = chunk_faces3[ f ];
-
-				uv2 = obj_uvs2[ fi ];
-
-				if ( uv2 === undefined ) continue;
-
-				for ( i = 0; i < 3; i ++ ) {
-
-					uv2i = uv2[ i ];
-
-					uv2Array[ offset_uv2 ]     = uv2i.u;
-					uv2Array[ offset_uv2 + 1 ] = uv2i.v;
-
-					offset_uv2 += 2;
-
-				}
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				fi = chunk_faces4[ f ];
-
-				uv2 = obj_uvs2[ fi ];
-
-				if ( uv2 === undefined ) continue;
-
-				for ( i = 0; i < 4; i ++ ) {
-
-					uv2i = uv2[ i ];
-
-					uv2Array[ offset_uv2 ]     = uv2i.u;
-					uv2Array[ offset_uv2 + 1 ] = uv2i.v;
-
-					offset_uv2 += 2;
-
-				}
-
-			}
-
-			if ( offset_uv2 > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
-
-			}
-
-		}
-
-		if ( dirtyElements ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				faceArray[ offset_face ] 	 = vertexIndex;
-				faceArray[ offset_face + 1 ] = vertexIndex + 1;
-				faceArray[ offset_face + 2 ] = vertexIndex + 2;
-
-				offset_face += 3;
-
-				lineArray[ offset_line ]     = vertexIndex;
-				lineArray[ offset_line + 1 ] = vertexIndex + 1;
-
-				lineArray[ offset_line + 2 ] = vertexIndex;
-				lineArray[ offset_line + 3 ] = vertexIndex + 2;
-
-				lineArray[ offset_line + 4 ] = vertexIndex + 1;
-				lineArray[ offset_line + 5 ] = vertexIndex + 2;
-
-				offset_line += 6;
-
-				vertexIndex += 3;
-
-			}
-
-			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-				faceArray[ offset_face ]     = vertexIndex;
-				faceArray[ offset_face + 1 ] = vertexIndex + 1;
-				faceArray[ offset_face + 2 ] = vertexIndex + 3;
-
-				faceArray[ offset_face + 3 ] = vertexIndex + 1;
-				faceArray[ offset_face + 4 ] = vertexIndex + 2;
-				faceArray[ offset_face + 5 ] = vertexIndex + 3;
-
-				offset_face += 6;
-
-				lineArray[ offset_line ]     = vertexIndex;
-				lineArray[ offset_line + 1 ] = vertexIndex + 1;
-
-				lineArray[ offset_line + 2 ] = vertexIndex;
-				lineArray[ offset_line + 3 ] = vertexIndex + 3;
-
-				lineArray[ offset_line + 4 ] = vertexIndex + 1;
-				lineArray[ offset_line + 5 ] = vertexIndex + 2;
-
-				lineArray[ offset_line + 6 ] = vertexIndex + 2;
-				lineArray[ offset_line + 7 ] = vertexIndex + 3;
-
-				offset_line += 8;
-
-				vertexIndex += 4;
-
-			}
-
-			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
-			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
-
-			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
-			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
-
-		}
-
-		if ( customAttributes ) {
-
-			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-				customAttribute = customAttributes[ i ];
-
-				if ( ! customAttribute.__original.needsUpdate ) continue;
-
-				offset_custom = 0;
-				offset_customSrc = 0;
-
-				if ( customAttribute.size === 1 ) {
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ]	];
-
-							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
-							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
-							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
-
-							offset_custom += 3;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces4[ f ] ];
-
-							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
-							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
-							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
-							customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
-
-							offset_custom += 4;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faces" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							customAttribute.array[ offset_custom ] 	   = value;
-							customAttribute.array[ offset_custom + 1 ] = value;
-							customAttribute.array[ offset_custom + 2 ] = value;
-
-							offset_custom += 3;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							customAttribute.array[ offset_custom ] 	   = value;
-							customAttribute.array[ offset_custom + 1 ] = value;
-							customAttribute.array[ offset_custom + 2 ] = value;
-							customAttribute.array[ offset_custom + 3 ] = value;
-
-							offset_custom += 4;
-
-						}
-
-					}
-
-				} else if ( customAttribute.size === 2 ) {
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ]	];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-
-							customAttribute.array[ offset_custom ] 	   = v1.x;
-							customAttribute.array[ offset_custom + 1 ] = v1.y;
-
-							customAttribute.array[ offset_custom + 2 ] = v2.x;
-							customAttribute.array[ offset_custom + 3 ] = v2.y;
-
-							customAttribute.array[ offset_custom + 4 ] = v3.x;
-							customAttribute.array[ offset_custom + 5 ] = v3.y;
-
-							offset_custom += 6;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces4[ f ] ];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-							v4 = customAttribute.value[ face.d ];
-
-							customAttribute.array[ offset_custom ] 	   = v1.x;
-							customAttribute.array[ offset_custom + 1 ] = v1.y;
-
-							customAttribute.array[ offset_custom + 2 ] = v2.x;
-							customAttribute.array[ offset_custom + 3 ] = v2.y;
-
-							customAttribute.array[ offset_custom + 4 ] = v3.x;
-							customAttribute.array[ offset_custom + 5 ] = v3.y;
-
-							customAttribute.array[ offset_custom + 6 ] = v4.x;
-							customAttribute.array[ offset_custom + 7 ] = v4.y;
-
-							offset_custom += 8;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faces" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-
-							customAttribute.array[ offset_custom ] 	   = v1.x;
-							customAttribute.array[ offset_custom + 1 ] = v1.y;
-
-							customAttribute.array[ offset_custom + 2 ] = v2.x;
-							customAttribute.array[ offset_custom + 3 ] = v2.y;
-
-							customAttribute.array[ offset_custom + 4 ] = v3.x;
-							customAttribute.array[ offset_custom + 5 ] = v3.y;
-
-							offset_custom += 6;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-							v4 = value;
-
-							customAttribute.array[ offset_custom ] 	   = v1.x;
-							customAttribute.array[ offset_custom + 1 ] = v1.y;
-
-							customAttribute.array[ offset_custom + 2 ] = v2.x;
-							customAttribute.array[ offset_custom + 3 ] = v2.y;
-
-							customAttribute.array[ offset_custom + 4 ] = v3.x;
-							customAttribute.array[ offset_custom + 5 ] = v3.y;
-
-							customAttribute.array[ offset_custom + 6 ] = v4.x;
-							customAttribute.array[ offset_custom + 7 ] = v4.y;
-
-							offset_custom += 8;
-
-						}
-
-					}
-
-				} else if ( customAttribute.size === 3 ) {
-
-					var pp;
-
-					if ( customAttribute.type === "c" ) {
-
-						pp = [ "r", "g", "b" ];
-
-					} else {
-
-						pp = [ "x", "y", "z" ];
-
-					}
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ]	];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-
-							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
-							offset_custom += 9;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces4[ f ] ];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-							v4 = customAttribute.value[ face.d ];
-
-							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
-
-							offset_custom += 12;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faces" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-
-							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
-							offset_custom += 9;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-							v4 = value;
-
-							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
-
-							offset_custom += 12;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faceVertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value[ 0 ];
-							v2 = value[ 1 ];
-							v3 = value[ 2 ];
-
-							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
-							offset_custom += 9;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							v1 = value[ 0 ];
-							v2 = value[ 1 ];
-							v3 = value[ 2 ];
-							v4 = value[ 3 ];
-
-							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
-
-							offset_custom += 12;
-
-						}
-
-					}
-
-				} else if ( customAttribute.size === 4 ) {
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ]	];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							offset_custom += 12;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces4[ f ] ];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-							v4 = customAttribute.value[ face.d ];
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							customAttribute.array[ offset_custom + 12 ] = v4.x;
-							customAttribute.array[ offset_custom + 13 ] = v4.y;
-							customAttribute.array[ offset_custom + 14 ] = v4.z;
-							customAttribute.array[ offset_custom + 15 ] = v4.w;
-
-							offset_custom += 16;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faces" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							offset_custom += 12;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-							v4 = value;
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							customAttribute.array[ offset_custom + 12 ] = v4.x;
-							customAttribute.array[ offset_custom + 13 ] = v4.y;
-							customAttribute.array[ offset_custom + 14 ] = v4.z;
-							customAttribute.array[ offset_custom + 15 ] = v4.w;
-
-							offset_custom += 16;
-
-						}
-
-					} else if ( customAttribute.boundTo === "faceVertices" ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value[ 0 ];
-							v2 = value[ 1 ];
-							v3 = value[ 2 ];
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							offset_custom += 12;
-
-						}
-
-						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces4[ f ] ];
-
-							v1 = value[ 0 ];
-							v2 = value[ 1 ];
-							v3 = value[ 2 ];
-							v4 = value[ 3 ];
-
-							customAttribute.array[ offset_custom  ] 	= v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							customAttribute.array[ offset_custom + 12 ] = v4.x;
-							customAttribute.array[ offset_custom + 13 ] = v4.y;
-							customAttribute.array[ offset_custom + 14 ] = v4.z;
-							customAttribute.array[ offset_custom + 15 ] = v4.w;
-
-							offset_custom += 16;
-
-						}
-
-					}
-
-				}
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
-
-			}
-
-		}
-
-		if ( dispose ) {
-
-			delete geometryGroup.__inittedArrays;
-			delete geometryGroup.__colorArray;
-			delete geometryGroup.__normalArray;
-			delete geometryGroup.__tangentArray;
-			delete geometryGroup.__uvArray;
-			delete geometryGroup.__uv2Array;
-			delete geometryGroup.__faceArray;
-			delete geometryGroup.__vertexArray;
-			delete geometryGroup.__lineArray;
-			delete geometryGroup.__skinIndexArray;
-			delete geometryGroup.__skinWeightArray;
-
-		}
-
-	};
-
-	function setDirectBuffers ( geometry, hint, dispose ) {
-
-		var attributes = geometry.attributes;
-
-		var index = attributes[ "index" ];
-		var position = attributes[ "position" ];
-		var normal = attributes[ "normal" ];
-		var uv = attributes[ "uv" ];
-		var color = attributes[ "color" ];
-		var tangent = attributes[ "tangent" ];
-
-		if ( geometry.elementsNeedUpdate && index !== undefined ) {
-
-			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
-
-		}
-
-		if ( geometry.verticesNeedUpdate && position !== undefined ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
-
-		}
-
-		if ( geometry.normalsNeedUpdate && normal !== undefined ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
-
-		}
-
-		if ( geometry.uvsNeedUpdate && uv !== undefined ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
-
-		}
-
-		if ( geometry.colorsNeedUpdate && color !== undefined ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
-
-		}
-
-		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );
-
-		}
-
-		if ( dispose ) {
-
-			for ( var i in geometry.attributes ) {
-
-				delete geometry.attributes[ i ].array;
-
-			}
-
-		}
-
-	};
-
-	// Buffer rendering
-
-	this.renderBufferImmediate = function ( object, program, material ) {
-
-		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
-		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
-		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
-		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
-
-		if ( object.hasPositions ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
-			_gl.enableVertexAttribArray( program.attributes.position );
-			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.hasNormals ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
-
-			if ( material.shading === THREE.FlatShading ) {
-
-				var nx, ny, nz,
-					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
-					normalArray,
-					i, il = object.count * 3;
-
-				for( i = 0; i < il; i += 9 ) {
-
-					normalArray = object.normalArray;
-
-					nax  = normalArray[ i ];
-					nay  = normalArray[ i + 1 ];
-					naz  = normalArray[ i + 2 ];
-
-					nbx  = normalArray[ i + 3 ];
-					nby  = normalArray[ i + 4 ];
-					nbz  = normalArray[ i + 5 ];
-
-					ncx  = normalArray[ i + 6 ];
-					ncy  = normalArray[ i + 7 ];
-					ncz  = normalArray[ i + 8 ];
-
-					nx = ( nax + nbx + ncx ) / 3;
-					ny = ( nay + nby + ncy ) / 3;
-					nz = ( naz + nbz + ncz ) / 3;
-
-					normalArray[ i ] 	 = nx;
-					normalArray[ i + 1 ] = ny;
-					normalArray[ i + 2 ] = nz;
-
-					normalArray[ i + 3 ] = nx;
-					normalArray[ i + 4 ] = ny;
-					normalArray[ i + 5 ] = nz;
-
-					normalArray[ i + 6 ] = nx;
-					normalArray[ i + 7 ] = ny;
-					normalArray[ i + 8 ] = nz;
-
-				}
-
-			}
-
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
-			_gl.enableVertexAttribArray( program.attributes.normal );
-			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.hasUvs && material.map ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
-			_gl.enableVertexAttribArray( program.attributes.uv );
-			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
-			_gl.enableVertexAttribArray( program.attributes.color );
-			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
-
-		object.count = 0;
-
-	};
-
-	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
-
-		if ( material.visible === false ) return;
-
-		var program, attributes, linewidth, primitives, a, attribute;
-
-		program = setProgram( camera, lights, fog, material, object );
-
-		attributes = program.attributes;
-
-		var updateBuffers = false,
-			wireframeBit = material.wireframe ? 1 : 0,
-			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
-
-		if ( geometryHash !== _currentGeometryGroupHash ) {
-
-			_currentGeometryGroupHash = geometryHash;
-			updateBuffers = true;
-
-		}
-
-		// render mesh
-
-		if ( object instanceof THREE.Mesh ) {
-
-			var offsets = geometry.offsets;
-
-			// if there is more than 1 chunk
-			// must set attribute pointers to use new offsets for each chunk
-			// even if geometry and materials didn't change
-
-			if ( offsets.length > 1 ) updateBuffers = true;
-
-			for ( var i = 0, il = offsets.length; i < il; ++ i ) {
-
-				var startIndex = offsets[ i ].index;
-
-				if ( updateBuffers ) {
-
-					// vertices
-
-					var position = geometry.attributes[ "position" ];
-					var positionSize = position.itemSize;
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
-					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
-
-					// normals
-
-					var normal = geometry.attributes[ "normal" ];
-
-					if ( attributes.normal >= 0 && normal ) {
-
-						var normalSize = normal.itemSize;
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
-						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
-
-					}
-
-					// uvs
-
-					var uv = geometry.attributes[ "uv" ];
-
-					if ( attributes.uv >= 0 && uv ) {
-
-						if ( uv.buffer ) {
-
-							var uvSize = uv.itemSize;
-
-							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
-							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
-
-							_gl.enableVertexAttribArray( attributes.uv );
-
-						} else {
-
-							_gl.disableVertexAttribArray( attributes.uv );
-
-						}
-
-					}
-
-					// colors
-
-					var color = geometry.attributes[ "color" ];
-
-					if ( attributes.color >= 0 && color ) {
-
-						var colorSize = color.itemSize;
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
-						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
-
-					}
-
-					// tangents
-
-					var tangent = geometry.attributes[ "tangent" ];
-
-					if ( attributes.tangent >= 0 && tangent ) {
-
-						var tangentSize = tangent.itemSize;
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
-						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
-
-					}
-
-					// indices
-
-					var index = geometry.attributes[ "index" ];
-
-					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
-				}
-
-				// render indexed triangles
-
-				_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
-
-				_this.info.render.calls ++;
-				_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
-				_this.info.render.faces += offsets[ i ].count / 3;
-
-			}
-
-		// render particles
-
-		} else if ( object instanceof THREE.ParticleSystem ) {
-
-			if ( updateBuffers ) {
-
-				// vertices
-
-				var position = geometry.attributes[ "position" ];
-				var positionSize = position.itemSize;
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
-				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
-
-				// colors
-
-				var color = geometry.attributes[ "color" ];
-
-				if ( attributes.color >= 0 && color ) {
-
-					var colorSize = color.itemSize;
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
-					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
-
-				}
-
-				// render particles
-
-				_gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
-
-				_this.info.render.calls ++;
-				_this.info.render.points += position.numItems / 3;
-
-			}
-
-		}
-
-	};
-
-	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
-
-		if ( material.visible === false ) return;
-
-		var program, attributes, linewidth, primitives, a, attribute, i, il;
-
-		program = setProgram( camera, lights, fog, material, object );
-
-		attributes = program.attributes;
-
-		var updateBuffers = false,
-			wireframeBit = material.wireframe ? 1 : 0,
-			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
-
-		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
-
-			_currentGeometryGroupHash = geometryGroupHash;
-			updateBuffers = true;
-
-		}
-
-		// vertices
-
-		if ( !material.morphTargets && attributes.position >= 0 ) {
-
-			if ( updateBuffers ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-		} else {
-
-			if ( object.morphTargetBase ) {
-
-				setupMorphTargets( material, geometryGroup, object );
-
-			}
-
-		}
-
-
-		if ( updateBuffers ) {
-
-			// custom attributes
-
-			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
-
-			if ( geometryGroup.__webglCustomAttributesList ) {
-
-				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
-
-					attribute = geometryGroup.__webglCustomAttributesList[ i ];
-
-					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
-						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
-
-					}
-
-				}
-
-			}
-
-
-			// colors
-
-			if ( attributes.color >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
-				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-			// normals
-
-			if ( attributes.normal >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
-				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-			// tangents
-
-			if ( attributes.tangent >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
-				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-			// uvs
-
-			if ( attributes.uv >= 0 ) {
-
-				if ( geometryGroup.__webglUVBuffer ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
-					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
-					_gl.enableVertexAttribArray( attributes.uv );
-
-				} else {
-
-					_gl.disableVertexAttribArray( attributes.uv );
-
-				}
-
-			}
-
-			if ( attributes.uv2 >= 0 ) {
-
-				if ( geometryGroup.__webglUV2Buffer ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
-					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
-
-					_gl.enableVertexAttribArray( attributes.uv2 );
-
-				} else {
-
-					_gl.disableVertexAttribArray( attributes.uv2 );
-
-				}
-
-			}
-
-			if ( material.skinning &&
-				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
-				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
-				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-			// line distances
-
-			if ( attributes.lineDistance >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
-				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-		}
-
-		// render mesh
-
-		if ( object instanceof THREE.Mesh ) {
-
-			// wireframe
-
-			if ( material.wireframe ) {
-
-				setLineWidth( material.wireframeLinewidth );
-
-				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
-				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
-
-			// triangles
-
-			} else {
-
-				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
-				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
-
-			}
-
-			_this.info.render.calls ++;
-			_this.info.render.vertices += geometryGroup.__webglFaceCount;
-			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
-
-		// render lines
-
-		} else if ( object instanceof THREE.Line ) {
-
-			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
-
-			setLineWidth( material.linewidth );
-
-			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
-
-			_this.info.render.calls ++;
-
-		// render particles
-
-		} else if ( object instanceof THREE.ParticleSystem ) {
-
-			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
-
-			_this.info.render.calls ++;
-			_this.info.render.points += geometryGroup.__webglParticleCount;
-
-		// render ribbon
-
-		} else if ( object instanceof THREE.Ribbon ) {
-
-			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
-
-			_this.info.render.calls ++;
-
-		}
-
-	};
-
-	function setupMorphTargets ( material, geometryGroup, object ) {
-
-		// set base
-
-		var attributes = material.program.attributes;
-
-		if ( object.morphTargetBase !== -1 ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
-			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-		} else if ( attributes.position >= 0 ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.morphTargetForcedOrder.length ) {
-
-			// set forced order
-
-			var m = 0;
-			var order = object.morphTargetForcedOrder;
-			var influences = object.morphTargetInfluences;
-
-			while ( m < material.numSupportedMorphTargets && m < order.length ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
-				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-				if ( material.morphNormals ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
-					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-				}
-
-				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
-
-				m ++;
-			}
-
-		} else {
-
-			// find the most influencing
-
-			var influence, activeInfluenceIndices = [];
-			var influences = object.morphTargetInfluences;
-			var i, il = influences.length;
-
-			for ( i = 0; i < il; i ++ ) {
-
-				influence = influences[ i ];
-
-				if ( influence > 0 ) {
-
-					activeInfluenceIndices.push( [ i, influence ] );
-
-				}
-
-			}
-
-			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
-
-				activeInfluenceIndices.sort( numericalSort );
-				activeInfluenceIndices.length = material.numSupportedMorphTargets;
-
-			} else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
-
-				activeInfluenceIndices.sort( numericalSort );
-
-			} else if ( activeInfluenceIndices.length === 0 ) {
-
-				activeInfluenceIndices.push( [ 0, 0 ] );
-
-			};
-
-			var influenceIndex, m = 0;
-
-			while ( m < material.numSupportedMorphTargets ) {
-
-				if ( activeInfluenceIndices[ m ] ) {
-
-					influenceIndex = activeInfluenceIndices[ m ][ 0 ];
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
-
-					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					if ( material.morphNormals ) {
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
-						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					}
-
-					object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
-
-				} else {
-
-					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					if ( material.morphNormals ) {
-
-						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					}
-
-					object.__webglMorphTargetInfluences[ m ] = 0;
-
-				}
-
-				m ++;
-
-			}
-
-		}
-
-		// load updated influences uniform
-
-		if ( material.program.uniforms.morphTargetInfluences !== null ) {
-
-			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
-
-		}
-
-	};
-
-	// Sorting
-
-	function painterSortStable ( a, b ) {
-
-		if ( a.z !== b.z ) {
-
-			return b.z - a.z;
-
-		} else {
-
-			return b.id - a.id;
-
-		}
-
-	};
-
-	function numericalSort ( a, b ) {
-
-		return b[ 1 ] - a[ 1 ];
-
-	};
-
-
-	// Rendering
-
-	this.render = function ( scene, camera, renderTarget, forceClear ) {
-
-		if ( camera instanceof THREE.Camera === false ) {
-
-			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
-			return;
-
-		}
-
-		var i, il,
-
-		webglObject, object,
-		renderList,
-
-		lights = scene.__lights,
-		fog = scene.fog;
-
-		// reset caching for this frame
-
-		_currentMaterialId = -1;
-		_lightsNeedUpdate = true;
-
-		// update scene graph
-
-		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
-
-		// update camera matrices and frustum
-
-		if ( camera.parent === undefined ) camera.updateMatrixWorld();
-
-		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
-		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
-		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
-
-		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
-		_frustum.setFromMatrix( _projScreenMatrix );
-
-		// update WebGL objects
-
-		if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
-
-		// custom render plugins (pre pass)
-
-		renderPlugins( this.renderPluginsPre, scene, camera );
-
-		//
-
-		_this.info.render.calls = 0;
-		_this.info.render.vertices = 0;
-		_this.info.render.faces = 0;
-		_this.info.render.points = 0;
-
-		this.setRenderTarget( renderTarget );
-
-		if ( this.autoClear || forceClear ) {
-
-			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
-
-		}
-
-		// set matrices for regular objects (frustum culled)
-
-		renderList = scene.__webglObjects;
-
-		for ( i = 0, il = renderList.length; i < il; i ++ ) {
-
-			webglObject = renderList[ i ];
-			object = webglObject.object;
-
-			webglObject.render = false;
-
-			if ( object.visible ) {
-
-				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
-
-					//object.matrixWorld.flattenToArray( object._modelMatrixArray );
-
-					setupMatrices( object, camera );
-
-					unrollBufferMaterial( webglObject );
-
-					webglObject.render = true;
-
-					if ( this.sortObjects === true ) {
-
-						if ( object.renderDepth !== null ) {
-
-							webglObject.z = object.renderDepth;
-
-						} else {
-
-							_vector3.copy( object.matrixWorld.getPosition() );
-							_projScreenMatrix.multiplyVector3( _vector3 );
-
-							webglObject.z = _vector3.z;
-
-						}
-
-						webglObject.id = object.id;
-
-					}
-
-				}
-
-			}
-
-		}
-
-		if ( this.sortObjects ) {
-
-			renderList.sort( painterSortStable );
-
-		}
-
-		// set matrices for immediate objects
-
-		renderList = scene.__webglObjectsImmediate;
-
-		for ( i = 0, il = renderList.length; i < il; i ++ ) {
-
-			webglObject = renderList[ i ];
-			object = webglObject.object;
-
-			if ( object.visible ) {
-
-				/*
-				if ( object.matrixAutoUpdate ) {
-
-					object.matrixWorld.flattenToArray( object._modelMatrixArray );
-
-				}
-				*/
-
-				setupMatrices( object, camera );
-
-				unrollImmediateBufferMaterial( webglObject );
-
-			}
-
-		}
-
-		if ( scene.overrideMaterial ) {
-
-			var material = scene.overrideMaterial;
-
-			this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
-			this.setDepthTest( material.depthTest );
-			this.setDepthWrite( material.depthWrite );
-			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
-			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
-			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
-
-		} else {
-
-			// opaque pass (front-to-back order)
-
-			this.setBlending( THREE.NormalBlending );
-
-			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
-			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
-
-			// transparent pass (back-to-front order)
-
-			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
-			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
-
-		}
-
-		// custom render plugins (post pass)
-
-		renderPlugins( this.renderPluginsPost, scene, camera );
-
-
-		// Generate mipmap if we're using any kind of mipmap filtering
-
-		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
-
-			updateRenderTargetMipmap( renderTarget );
-
-		}
-
-		// Ensure depth buffer writing is enabled so it can be cleared on next render
-
-		this.setDepthTest( true );
-		this.setDepthWrite( true );
-
-		// _gl.finish();
-
-	};
-
-	function renderPlugins( plugins, scene, camera ) {
-
-		if ( ! plugins.length ) return;
-
-		for ( var i = 0, il = plugins.length; i < il; i ++ ) {
-
-			// reset state for plugin (to start from clean slate)
-
-			_currentProgram = null;
-			_currentCamera = null;
-
-			_oldBlending = -1;
-			_oldDepthTest = -1;
-			_oldDepthWrite = -1;
-			_oldDoubleSided = -1;
-			_oldFlipSided = -1;
-			_currentGeometryGroupHash = -1;
-			_currentMaterialId = -1;
-
-			_lightsNeedUpdate = true;
-
-			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
-
-			// reset state after plugin (anything could have changed)
-
-			_currentProgram = null;
-			_currentCamera = null;
-
-			_oldBlending = -1;
-			_oldDepthTest = -1;
-			_oldDepthWrite = -1;
-			_oldDoubleSided = -1;
-			_oldFlipSided = -1;
-			_currentGeometryGroupHash = -1;
-			_currentMaterialId = -1;
-
-			_lightsNeedUpdate = true;
-
-		}
-
-	};
-
-	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
-
-		var webglObject, object, buffer, material, start, end, delta;
-
-		if ( reverse ) {
-
-			start = renderList.length - 1;
-			end = -1;
-			delta = -1;
-
-		} else {
-
-			start = 0;
-			end = renderList.length;
-			delta = 1;
-		}
-
-		for ( var i = start; i !== end; i += delta ) {
-
-			webglObject = renderList[ i ];
-
-			if ( webglObject.render ) {
-
-				object = webglObject.object;
-				buffer = webglObject.buffer;
-
-				if ( overrideMaterial ) {
-
-					material = overrideMaterial;
-
-				} else {
-
-					material = webglObject[ materialType ];
-
-					if ( ! material ) continue;
-
-					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
-
-					_this.setDepthTest( material.depthTest );
-					_this.setDepthWrite( material.depthWrite );
-					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
-				}
-
-				_this.setMaterialFaces( material );
-
-				if ( buffer instanceof THREE.BufferGeometry ) {
-
-					_this.renderBufferDirect( camera, lights, fog, material, buffer, object );
-
-				} else {
-
-					_this.renderBuffer( camera, lights, fog, material, buffer, object );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
-
-		var webglObject, object, material, program;
-
-		for ( var i = 0, il = renderList.length; i < il; i ++ ) {
-
-			webglObject = renderList[ i ];
-			object = webglObject.object;
-
-			if ( object.visible ) {
-
-				if ( overrideMaterial ) {
-
-					material = overrideMaterial;
-
-				} else {
-
-					material = webglObject[ materialType ];
-
-					if ( ! material ) continue;
-
-					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
-
-					_this.setDepthTest( material.depthTest );
-					_this.setDepthWrite( material.depthWrite );
-					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
-				}
-
-				_this.renderImmediateObject( camera, lights, fog, material, object );
-
-			}
-
-		}
-
-	};
-
-	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
-
-		var program = setProgram( camera, lights, fog, material, object );
-
-		_currentGeometryGroupHash = -1;
-
-		_this.setMaterialFaces( material );
-
-		if ( object.immediateRenderCallback ) {
-
-			object.immediateRenderCallback( program, _gl, _frustum );
-
-		} else {
-
-			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
-
-		}
-
-	};
-
-	function unrollImmediateBufferMaterial ( globject ) {
-
-		var object = globject.object,
-			material = object.material;
-
-		if ( material.transparent ) {
-
-			globject.transparent = material;
-			globject.opaque = null;
-
-		} else {
-
-			globject.opaque = material;
-			globject.transparent = null;
-
-		}
-
-	};
-
-	function unrollBufferMaterial ( globject ) {
-
-		var object = globject.object,
-			buffer = globject.buffer,
-			material, materialIndex, meshMaterial;
-
-		meshMaterial = object.material;
-
-		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
-
-			materialIndex = buffer.materialIndex;
-
-			if ( materialIndex >= 0 ) {
-
-				material = meshMaterial.materials[ materialIndex ];
-
-				if ( material.transparent ) {
-
-					globject.transparent = material;
-					globject.opaque = null;
-
-				} else {
-
-					globject.opaque = material;
-					globject.transparent = null;
-
-				}
-
-			}
-
-		} else {
-
-			material = meshMaterial;
-
-			if ( material ) {
-
-				if ( material.transparent ) {
-
-					globject.transparent = material;
-					globject.opaque = null;
-
-				} else {
-
-					globject.opaque = material;
-					globject.transparent = null;
-
-				}
-
-			}
-
-		}
-
-	};
-
-	// Geometry splitting
-
-	function sortFacesByMaterial ( geometry ) {
-
-		var f, fl, face, materialIndex, vertices,
-			materialHash, groupHash,
-			hash_map = {};
-
-		var numMorphTargets = geometry.morphTargets.length;
-		var numMorphNormals = geometry.morphNormals.length;
-
-		geometry.geometryGroups = {};
-
-		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
-
-			face = geometry.faces[ f ];
-			materialIndex = face.materialIndex;
-
-			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
-
-			if ( hash_map[ materialHash ] === undefined ) {
-
-				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
-
-			}
-
-			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
-
-			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
-
-				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
-
-			}
-
-			vertices = face instanceof THREE.Face3 ? 3 : 4;
-
-			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
-
-				hash_map[ materialHash ].counter += 1;
-				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
-
-				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
-
-					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
-
-				}
-
-			}
-
-			if ( face instanceof THREE.Face3 ) {
-
-				geometry.geometryGroups[ groupHash ].faces3.push( f );
-
-			} else {
-
-				geometry.geometryGroups[ groupHash ].faces4.push( f );
-
-			}
-
-			geometry.geometryGroups[ groupHash ].vertices += vertices;
-
-		}
-
-		geometry.geometryGroupsList = [];
-
-		for ( var g in geometry.geometryGroups ) {
-
-			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
-
-			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
-
-		}
-
-	};
-
-	// Objects refresh
-
-	this.initWebGLObjects = function ( scene ) {
-
-		if ( !scene.__webglObjects ) {
-
-			scene.__webglObjects = [];
-			scene.__webglObjectsImmediate = [];
-			scene.__webglSprites = [];
-			scene.__webglFlares = [];
-
-		}
-
-		while ( scene.__objectsAdded.length ) {
-
-			addObject( scene.__objectsAdded[ 0 ], scene );
-			scene.__objectsAdded.splice( 0, 1 );
-
-		}
-
-		while ( scene.__objectsRemoved.length ) {
-
-			removeObject( scene.__objectsRemoved[ 0 ], scene );
-			scene.__objectsRemoved.splice( 0, 1 );
-
-		}
-
-		// update must be called after objects adding / removal
-
-		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
-
-			updateObject( scene.__webglObjects[ o ].object );
-
-		}
-
-	};
-
-	// Objects adding
-
-	function addObject ( object, scene ) {
-
-		var g, geometry, geometryGroup;
-
-		if ( ! object.__webglInit ) {
-
-			object.__webglInit = true;
-
-			object._modelViewMatrix = new THREE.Matrix4();
-			object._normalMatrix = new THREE.Matrix3();
-
-			if ( object instanceof THREE.Mesh ) {
-
-				geometry = object.geometry;
-
-				if ( geometry instanceof THREE.Geometry ) {
-
-					if ( geometry.geometryGroups === undefined ) {
-
-						sortFacesByMaterial( geometry );
-
-					}
-
-					// create separate VBOs per geometry chunk
-
-					for ( g in geometry.geometryGroups ) {
-
-						geometryGroup = geometry.geometryGroups[ g ];
-
-						// initialise VBO on the first access
-
-						if ( ! geometryGroup.__webglVertexBuffer ) {
-
-							createMeshBuffers( geometryGroup );
-							initMeshBuffers( geometryGroup, object );
-
-							geometry.verticesNeedUpdate = true;
-							geometry.morphTargetsNeedUpdate = true;
-							geometry.elementsNeedUpdate = true;
-							geometry.uvsNeedUpdate = true;
-							geometry.normalsNeedUpdate = true;
-							geometry.tangentsNeedUpdate = true;
-							geometry.colorsNeedUpdate = true;
-
-						}
-
-					}
-
-				} else if ( geometry instanceof THREE.BufferGeometry ) {
-
-					initDirectBuffers( geometry );
-
-				}
-
-			} else if ( object instanceof THREE.Ribbon ) {
-
-				geometry = object.geometry;
-
-				if ( ! geometry.__webglVertexBuffer ) {
-
-					createRibbonBuffers( geometry );
-					initRibbonBuffers( geometry, object );
-
-					geometry.verticesNeedUpdate = true;
-					geometry.colorsNeedUpdate = true;
-					geometry.normalsNeedUpdate = true;
-
-				}
-
-			} else if ( object instanceof THREE.Line ) {
-
-				geometry = object.geometry;
-
-				if ( ! geometry.__webglVertexBuffer ) {
-
-					createLineBuffers( geometry );
-					initLineBuffers( geometry, object );
-
-					geometry.verticesNeedUpdate = true;
-					geometry.colorsNeedUpdate = true;
-					geometry.lineDistancesNeedUpdate = true;
-
-				}
-
-			} else if ( object instanceof THREE.ParticleSystem ) {
-
-				geometry = object.geometry;
-
-				if ( ! geometry.__webglVertexBuffer ) {
-
-					if ( geometry instanceof THREE.Geometry ) {
-
-						createParticleBuffers( geometry );
-						initParticleBuffers( geometry, object );
-
-						geometry.verticesNeedUpdate = true;
-						geometry.colorsNeedUpdate = true;
-
-					} else if ( geometry instanceof THREE.BufferGeometry ) {
-
-						initDirectBuffers( geometry );
-
-					}
-
-
-				}
-
-			}
-
-		}
-
-		if ( ! object.__webglActive ) {
-
-			if ( object instanceof THREE.Mesh ) {
-
-				geometry = object.geometry;
-
-				if ( geometry instanceof THREE.BufferGeometry ) {
-
-					addBuffer( scene.__webglObjects, geometry, object );
-
-				} else {
-
-					for ( g in geometry.geometryGroups ) {
-
-						geometryGroup = geometry.geometryGroups[ g ];
-
-						addBuffer( scene.__webglObjects, geometryGroup, object );
-
-					}
-
-				}
-
-			} else if ( object instanceof THREE.Ribbon ||
-						object instanceof THREE.Line ||
-						object instanceof THREE.ParticleSystem ) {
-
-				geometry = object.geometry;
-				addBuffer( scene.__webglObjects, geometry, object );
-
-			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
-
-				addBufferImmediate( scene.__webglObjectsImmediate, object );
-
-			} else if ( object instanceof THREE.Sprite ) {
-
-				scene.__webglSprites.push( object );
-
-			} else if ( object instanceof THREE.LensFlare ) {
-
-				scene.__webglFlares.push( object );
-
-			}
-
-			object.__webglActive = true;
-
-		}
-
-	};
-
-	function addBuffer ( objlist, buffer, object ) {
-
-		objlist.push(
-			{
-				buffer: buffer,
-				object: object,
-				opaque: null,
-				transparent: null
-			}
-		);
-
-	};
-
-	function addBufferImmediate ( objlist, object ) {
-
-		objlist.push(
-			{
-				object: object,
-				opaque: null,
-				transparent: null
-			}
-		);
-
-	};
-
-	// Objects updates
-
-	function updateObject ( object ) {
-
-		var geometry = object.geometry,
-			geometryGroup, customAttributesDirty, material;
-
-		if ( object instanceof THREE.Mesh ) {
-
-			if ( geometry instanceof THREE.BufferGeometry ) {
-
-				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
-					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
-					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
-
-					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
-
-				}
-
-				geometry.verticesNeedUpdate = false;
-				geometry.elementsNeedUpdate = false;
-				geometry.uvsNeedUpdate = false;
-				geometry.normalsNeedUpdate = false;
-				geometry.colorsNeedUpdate = false;
-				geometry.tangentsNeedUpdate = false;
-
-			} else {
-
-				// check all geometry groups
-
-				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
-
-					geometryGroup = geometry.geometryGroupsList[ i ];
-
-					material = getBufferMaterial( object, geometryGroup );
-
-					if ( geometry.buffersNeedUpdate ) {
-
-						initMeshBuffers( geometryGroup, object );
-
-					}
-
-					customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
-					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
-						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
-						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
-
-						setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
-
-					}
-
-				}
-
-				geometry.verticesNeedUpdate = false;
-				geometry.morphTargetsNeedUpdate = false;
-				geometry.elementsNeedUpdate = false;
-				geometry.uvsNeedUpdate = false;
-				geometry.normalsNeedUpdate = false;
-				geometry.colorsNeedUpdate = false;
-				geometry.tangentsNeedUpdate = false;
-
-				geometry.buffersNeedUpdate = false;
-
-				material.attributes && clearCustomAttributes( material );
-
-			}
-
-		} else if ( object instanceof THREE.Ribbon ) {
-
-			material = getBufferMaterial( object, geometry );
-
-			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
-			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
-
-				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
-
-			}
-
-			geometry.verticesNeedUpdate = false;
-			geometry.colorsNeedUpdate = false;
-			geometry.normalsNeedUpdate = false;
-
-			material.attributes && clearCustomAttributes( material );
-
-		} else if ( object instanceof THREE.Line ) {
-
-			material = getBufferMaterial( object, geometry );
-
-			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
-			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
-
-				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
-
-			}
-
-			geometry.verticesNeedUpdate = false;
-			geometry.colorsNeedUpdate = false;
-			geometry.lineDistancesNeedUpdate = false;
-
-			material.attributes && clearCustomAttributes( material );
-
-		} else if ( object instanceof THREE.ParticleSystem ) {
-
-			if ( geometry instanceof THREE.BufferGeometry ) {
-
-				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
-
-					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
-
-				}
-
-				geometry.verticesNeedUpdate = false;
-				geometry.colorsNeedUpdate = false;
-
-			} else {
-
-				material = getBufferMaterial( object, geometry );
-
-				customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
-				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
-
-					setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
-
-				}
-
-				geometry.verticesNeedUpdate = false;
-				geometry.colorsNeedUpdate = false;
-
-				material.attributes && clearCustomAttributes( material );
-
-			}
-
-		}
-
-	};
-
-	// Objects updates - custom attributes check
-
-	function areCustomAttributesDirty ( material ) {
-
-		for ( var a in material.attributes ) {
-
-			if ( material.attributes[ a ].needsUpdate ) return true;
-
-		}
-
-		return false;
-
-	};
-
-	function clearCustomAttributes ( material ) {
-
-		for ( var a in material.attributes ) {
-
-			material.attributes[ a ].needsUpdate = false;
-
-		}
-
-	};
-
-	// Objects removal
-
-	function removeObject ( object, scene ) {
-
-		if ( object instanceof THREE.Mesh  ||
-			 object instanceof THREE.ParticleSystem ||
-			 object instanceof THREE.Ribbon ||
-			 object instanceof THREE.Line ) {
-
-			removeInstances( scene.__webglObjects, object );
-
-		} else if ( object instanceof THREE.Sprite ) {
-
-			removeInstancesDirect( scene.__webglSprites, object );
-
-		} else if ( object instanceof THREE.LensFlare ) {
-
-			removeInstancesDirect( scene.__webglFlares, object );
-
-		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
-
-			removeInstances( scene.__webglObjectsImmediate, object );
-
-		}
-
-		object.__webglActive = false;
-
-	};
-
-	function removeInstances ( objlist, object ) {
-
-		for ( var o = objlist.length - 1; o >= 0; o -- ) {
-
-			if ( objlist[ o ].object === object ) {
-
-				objlist.splice( o, 1 );
-
-			}
-
-		}
-
-	};
-
-	function removeInstancesDirect ( objlist, object ) {
-
-		for ( var o = objlist.length - 1; o >= 0; o -- ) {
-
-			if ( objlist[ o ] === object ) {
-
-				objlist.splice( o, 1 );
-
-			}
-
-		}
-
-	};
-
-	// Materials
-
-	this.initMaterial = function ( material, lights, fog, object ) {
-
-		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
-
-		if ( material instanceof THREE.MeshDepthMaterial ) {
-
-			shaderID = 'depth';
-
-		} else if ( material instanceof THREE.MeshNormalMaterial ) {
-
-			shaderID = 'normal';
-
-		} else if ( material instanceof THREE.MeshBasicMaterial ) {
-
-			shaderID = 'basic';
-
-		} else if ( material instanceof THREE.MeshLambertMaterial ) {
-
-			shaderID = 'lambert';
-
-		} else if ( material instanceof THREE.MeshPhongMaterial ) {
-
-			shaderID = 'phong';
-
-		} else if ( material instanceof THREE.LineBasicMaterial ) {
-
-			shaderID = 'basic';
-
-		} else if ( material instanceof THREE.LineDashedMaterial ) {
-
-			shaderID = 'dashed';
-
-		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
-
-			shaderID = 'particle_basic';
-
-		}
-
-		if ( shaderID ) {
-
-			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
-
-		}
-
-		// heuristics to create shader parameters according to lights in the scene
-		// (not to blow over maxLights budget)
-
-		maxLightCount = allocateLights( lights );
-
-		maxShadows = allocateShadows( lights );
-
-		maxBones = allocateBones( object );
-
-		parameters = {
-
-			map: !!material.map,
-			envMap: !!material.envMap,
-			lightMap: !!material.lightMap,
-			bumpMap: !!material.bumpMap,
-			normalMap: !!material.normalMap,
-			specularMap: !!material.specularMap,
-
-			vertexColors: material.vertexColors,
-
-			fog: fog,
-			useFog: material.fog,
-			fogExp: fog instanceof THREE.FogExp2,
-
-			sizeAttenuation: material.sizeAttenuation,
-
-			skinning: material.skinning,
-			maxBones: maxBones,
-			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
-			boneTextureWidth: object && object.boneTextureWidth,
-			boneTextureHeight: object && object.boneTextureHeight,
-
-			morphTargets: material.morphTargets,
-			morphNormals: material.morphNormals,
-			maxMorphTargets: this.maxMorphTargets,
-			maxMorphNormals: this.maxMorphNormals,
-
-			maxDirLights: maxLightCount.directional,
-			maxPointLights: maxLightCount.point,
-			maxSpotLights: maxLightCount.spot,
-			maxHemiLights: maxLightCount.hemi,
-
-			maxShadows: maxShadows,
-			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
-			shadowMapSoft: this.shadowMapSoft,
-			shadowMapDebug: this.shadowMapDebug,
-			shadowMapCascade: this.shadowMapCascade,
-
-			alphaTest: material.alphaTest,
-			metal: material.metal,
-			perPixel: material.perPixel,
-			wrapAround: material.wrapAround,
-			doubleSided: material.side === THREE.DoubleSide,
-			flipSided: material.side === THREE.BackSide
-
-		};
-
-		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
-
-		var attributes = material.program.attributes;
-
-		if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
-		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
-		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
-		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
-		if ( attributes.lineDistance >= 0 ) _gl.enableVertexAttribArray( attributes.lineDistance );
-
-		if ( material.skinning &&
-			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
-
-			_gl.enableVertexAttribArray( attributes.skinIndex );
-			_gl.enableVertexAttribArray( attributes.skinWeight );
-
-		}
-
-		if ( material.attributes ) {
-
-			for ( a in material.attributes ) {
-
-				if ( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
-
-			}
-
-		}
-
-		if ( material.morphTargets ) {
-
-			material.numSupportedMorphTargets = 0;
-
-			var id, base = "morphTarget";
-
-			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
-
-				id = base + i;
-
-				if ( attributes[ id ] >= 0 ) {
-
-					_gl.enableVertexAttribArray( attributes[ id ] );
-					material.numSupportedMorphTargets ++;
-
-				}
-
-			}
-
-		}
-
-		if ( material.morphNormals ) {
-
-			material.numSupportedMorphNormals = 0;
-
-			var id, base = "morphNormal";
-
-			for ( i = 0; i < this.maxMorphNormals; i ++ ) {
-
-				id = base + i;
-
-				if ( attributes[ id ] >= 0 ) {
-
-					_gl.enableVertexAttribArray( attributes[ id ] );
-					material.numSupportedMorphNormals ++;
-
-				}
-
-			}
-
-		}
-
-		material.uniformsList = [];
-
-		for ( u in material.uniforms ) {
-
-			material.uniformsList.push( [ material.uniforms[ u ], u ] );
-
-		}
-
-	};
-
-	function setMaterialShaders( material, shaders ) {
-
-		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
-		material.vertexShader = shaders.vertexShader;
-		material.fragmentShader = shaders.fragmentShader;
-
-	};
-
-	function setProgram( camera, lights, fog, material, object ) {
-
-		_usedTextureUnits = 0;
-
-		if ( material.needsUpdate ) {
-
-			if ( material.program ) _this.deallocateMaterial( material );
-
-			_this.initMaterial( material, lights, fog, object );
-			material.needsUpdate = false;
-
-		}
-
-		if ( material.morphTargets ) {
-
-			if ( ! object.__webglMorphTargetInfluences ) {
-
-				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
-
-			}
-
-		}
-
-		var refreshMaterial = false;
-
-		var program = material.program,
-			p_uniforms = program.uniforms,
-			m_uniforms = material.uniforms;
-
-		if ( program !== _currentProgram ) {
-
-			_gl.useProgram( program );
-			_currentProgram = program;
-
-			refreshMaterial = true;
-
-		}
-
-		if ( material.id !== _currentMaterialId ) {
-
-			_currentMaterialId = material.id;
-			refreshMaterial = true;
-
-		}
-
-		if ( refreshMaterial || camera !== _currentCamera ) {
-
-			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
-
-			if ( camera !== _currentCamera ) _currentCamera = camera;
-
-		}
-
-		// skinning uniforms must be set even if material didn't change
-		// auto-setting of texture unit for bone texture must go before other textures
-		// not sure why, but otherwise weird things happen
-
-		if ( material.skinning ) {
-
-			if ( _supportsBoneTextures && object.useVertexTexture ) {
-
-				if ( p_uniforms.boneTexture !== null ) {
-
-					var textureUnit = getTextureUnit();
-
-					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
-					_this.setTexture( object.boneTexture, textureUnit );
-
-				}
-
-			} else {
-
-				if ( p_uniforms.boneGlobalMatrices !== null ) {
-
-					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
-
-				}
-
-			}
-
-		}
-
-		if ( refreshMaterial ) {
-
-			// refresh uniforms common to several materials
-
-			if ( fog && material.fog ) {
-
-				refreshUniformsFog( m_uniforms, fog );
-
-			}
-
-			if ( material instanceof THREE.MeshPhongMaterial ||
-				 material instanceof THREE.MeshLambertMaterial ||
-				 material.lights ) {
-
-				if ( _lightsNeedUpdate ) {
-
-					setupLights( program, lights );
-					_lightsNeedUpdate = false;
-
-				}
-
-				refreshUniformsLights( m_uniforms, _lights );
-
-			}
-
-			if ( material instanceof THREE.MeshBasicMaterial ||
-				 material instanceof THREE.MeshLambertMaterial ||
-				 material instanceof THREE.MeshPhongMaterial ) {
-
-				refreshUniformsCommon( m_uniforms, material );
-
-			}
-
-			// refresh single material specific uniforms
-
-			if ( material instanceof THREE.LineBasicMaterial ) {
-
-				refreshUniformsLine( m_uniforms, material );
-
-			} else if ( material instanceof THREE.LineDashedMaterial ) {
-
-				refreshUniformsLine( m_uniforms, material );
-				refreshUniformsDash( m_uniforms, material );
-
-			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
-
-				refreshUniformsParticle( m_uniforms, material );
-
-			} else if ( material instanceof THREE.MeshPhongMaterial ) {
-
-				refreshUniformsPhong( m_uniforms, material );
-
-			} else if ( material instanceof THREE.MeshLambertMaterial ) {
-
-				refreshUniformsLambert( m_uniforms, material );
-
-			} else if ( material instanceof THREE.MeshDepthMaterial ) {
-
-				m_uniforms.mNear.value = camera.near;
-				m_uniforms.mFar.value = camera.far;
-				m_uniforms.opacity.value = material.opacity;
-
-			} else if ( material instanceof THREE.MeshNormalMaterial ) {
-
-				m_uniforms.opacity.value = material.opacity;
-
-			}
-
-			if ( object.receiveShadow && ! material._shadowPass ) {
-
-				refreshUniformsShadow( m_uniforms, lights );
-
-			}
-
-			// load common uniforms
-
-			loadUniformsGeneric( program, material.uniformsList );
-
-			// load material specific uniforms
-			// (shader material also gets them for the sake of genericity)
-
-			if ( material instanceof THREE.ShaderMaterial ||
-				 material instanceof THREE.MeshPhongMaterial ||
-				 material.envMap ) {
-
-				if ( p_uniforms.cameraPosition !== null ) {
-
-					var position = camera.matrixWorld.getPosition();
-					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
-
-				}
-
-			}
-
-			if ( material instanceof THREE.MeshPhongMaterial ||
-				 material instanceof THREE.MeshLambertMaterial ||
-				 material instanceof THREE.ShaderMaterial ||
-				 material.skinning ) {
-
-				if ( p_uniforms.viewMatrix !== null ) {
-
-					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
-
-				}
-
-			}
-
-		}
-
-		loadUniformsMatrices( p_uniforms, object );
-
-		if ( p_uniforms.modelMatrix !== null ) {
-
-			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
-
-		}
-
-		return program;
-
-	};
-
-	// Uniforms (refresh uniforms objects)
-
-	function refreshUniformsCommon ( uniforms, material ) {
-
-		uniforms.opacity.value = material.opacity;
-
-		if ( _this.gammaInput ) {
-
-			uniforms.diffuse.value.copyGammaToLinear( material.color );
-
-		} else {
-
-			uniforms.diffuse.value = material.color;
-
-		}
-
-		uniforms.map.value = material.map;
-		uniforms.lightMap.value = material.lightMap;
-		uniforms.specularMap.value = material.specularMap;
-
-		if ( material.bumpMap ) {
-
-			uniforms.bumpMap.value = material.bumpMap;
-			uniforms.bumpScale.value = material.bumpScale;
-
-		}
-
-		if ( material.normalMap ) {
-
-			uniforms.normalMap.value = material.normalMap;
-			uniforms.normalScale.value.copy( material.normalScale );
-
-		}
-
-		// uv repeat and offset setting priorities
-		//	1. color map
-		//	2. specular map
-		//	3. normal map
-		//	4. bump map
-
-		var uvScaleMap;
-
-		if ( material.map ) {
-
-			uvScaleMap = material.map;
-
-		} else if ( material.specularMap ) {
-
-			uvScaleMap = material.specularMap;
-
-		} else if ( material.normalMap ) {
-
-			uvScaleMap = material.normalMap;
-
-		} else if ( material.bumpMap ) {
-
-			uvScaleMap = material.bumpMap;
-
-		}
-
-		if ( uvScaleMap !== undefined ) {
-
-			var offset = uvScaleMap.offset;
-			var repeat = uvScaleMap.repeat;
-
-			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
-
-		}
-
-		uniforms.envMap.value = material.envMap;
-		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
-
-		if ( _this.gammaInput ) {
-
-			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
-			uniforms.reflectivity.value = material.reflectivity;
-
-		} else {
-
-			uniforms.reflectivity.value = material.reflectivity;
-
-		}
-
-		uniforms.refractionRatio.value = material.refractionRatio;
-		uniforms.combine.value = material.combine;
-		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
-
-	};
-
-	function refreshUniformsLine ( uniforms, material ) {
-
-		uniforms.diffuse.value = material.color;
-		uniforms.opacity.value = material.opacity;
-
-	};
-
-	function refreshUniformsDash ( uniforms, material ) {
-
-		uniforms.dashSize.value = material.dashSize;
-		uniforms.totalSize.value = material.dashSize + material.gapSize;
-		uniforms.scale.value = material.scale;
-
-	};
-
-	function refreshUniformsParticle ( uniforms, material ) {
-
-		uniforms.psColor.value = material.color;
-		uniforms.opacity.value = material.opacity;
-		uniforms.size.value = material.size;
-		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
-
-		uniforms.map.value = material.map;
-
-	};
-
-	function refreshUniformsFog ( uniforms, fog ) {
-
-		uniforms.fogColor.value = fog.color;
-
-		if ( fog instanceof THREE.Fog ) {
-
-			uniforms.fogNear.value = fog.near;
-			uniforms.fogFar.value = fog.far;
-
-		} else if ( fog instanceof THREE.FogExp2 ) {
-
-			uniforms.fogDensity.value = fog.density;
-
-		}
-
-	};
-
-	function refreshUniformsPhong ( uniforms, material ) {
-
-		uniforms.shininess.value = material.shininess;
-
-		if ( _this.gammaInput ) {
-
-			uniforms.ambient.value.copyGammaToLinear( material.ambient );
-			uniforms.emissive.value.copyGammaToLinear( material.emissive );
-			uniforms.specular.value.copyGammaToLinear( material.specular );
-
-		} else {
-
-			uniforms.ambient.value = material.ambient;
-			uniforms.emissive.value = material.emissive;
-			uniforms.specular.value = material.specular;
-
-		}
-
-		if ( material.wrapAround ) {
-
-			uniforms.wrapRGB.value.copy( material.wrapRGB );
-
-		}
-
-	};
-
-	function refreshUniformsLambert ( uniforms, material ) {
-
-		if ( _this.gammaInput ) {
-
-			uniforms.ambient.value.copyGammaToLinear( material.ambient );
-			uniforms.emissive.value.copyGammaToLinear( material.emissive );
-
-		} else {
-
-			uniforms.ambient.value = material.ambient;
-			uniforms.emissive.value = material.emissive;
-
-		}
-
-		if ( material.wrapAround ) {
-
-			uniforms.wrapRGB.value.copy( material.wrapRGB );
-
-		}
-
-	};
-
-	function refreshUniformsLights ( uniforms, lights ) {
-
-		uniforms.ambientLightColor.value = lights.ambient;
-
-		uniforms.directionalLightColor.value = lights.directional.colors;
-		uniforms.directionalLightDirection.value = lights.directional.positions;
-
-		uniforms.pointLightColor.value = lights.point.colors;
-		uniforms.pointLightPosition.value = lights.point.positions;
-		uniforms.pointLightDistance.value = lights.point.distances;
-
-		uniforms.spotLightColor.value = lights.spot.colors;
-		uniforms.spotLightPosition.value = lights.spot.positions;
-		uniforms.spotLightDistance.value = lights.spot.distances;
-		uniforms.spotLightDirection.value = lights.spot.directions;
-		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
-		uniforms.spotLightExponent.value = lights.spot.exponents;
-
-		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
-		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
-		uniforms.hemisphereLightDirection.value = lights.hemi.positions;
-
-	};
-
-	function refreshUniformsShadow ( uniforms, lights ) {
-
-		if ( uniforms.shadowMatrix ) {
-
-			var j = 0;
-
-			for ( var i = 0, il = lights.length; i < il; i ++ ) {
-
-				var light = lights[ i ];
-
-				if ( ! light.castShadow ) continue;
-
-				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
-
-					uniforms.shadowMap.value[ j ] = light.shadowMap;
-					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
-
-					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
-
-					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
-					uniforms.shadowBias.value[ j ] = light.shadowBias;
-
-					j ++;
-
-				}
-
-			}
-
-		}
-
-	};
-
-	// Uniforms (load to GPU)
-
-	function loadUniformsMatrices ( uniforms, object ) {
-
-		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
-
-		if ( uniforms.normalMatrix ) {
-
-			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
-
-		}
-
-	};
-
-	function getTextureUnit() {
-
-		var textureUnit = _usedTextureUnits;
-
-		if ( textureUnit >= _maxTextures ) {
-
-			console.warn( "Trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
-
-		}
-
-		_usedTextureUnits += 1;
-
-		return textureUnit;
-
-	};
-
-	function loadUniformsGeneric ( program, uniforms ) {
-
-		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
-
-		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
-
-			location = program.uniforms[ uniforms[ j ][ 1 ] ];
-			if ( !location ) continue;
-
-			uniform = uniforms[ j ][ 0 ];
-
-			type = uniform.type;
-			value = uniform.value;
-
-			if ( type === "i" ) { // single integer
-
-				_gl.uniform1i( location, value );
-
-			} else if ( type === "f" ) { // single float
-
-				_gl.uniform1f( location, value );
-
-			} else if ( type === "v2" ) { // single THREE.Vector2
-
-				_gl.uniform2f( location, value.x, value.y );
-
-			} else if ( type === "v3" ) { // single THREE.Vector3
-
-				_gl.uniform3f( location, value.x, value.y, value.z );
-
-			} else if ( type === "v4" ) { // single THREE.Vector4
-
-				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
-
-			} else if ( type === "c" ) { // single THREE.Color
-
-				_gl.uniform3f( location, value.r, value.g, value.b );
-
-			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
-
-				_gl.uniform1iv( location, value );
-
-			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
-
-				_gl.uniform3iv( location, value );
-
-			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
-
-				_gl.uniform1fv( location, value );
-
-			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
-
-				_gl.uniform3fv( location, value );
-
-			} else if ( type === "v2v" ) { // array of THREE.Vector2
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = new Float32Array( 2 * value.length );
-
-				}
-
-				for ( i = 0, il = value.length; i < il; i ++ ) {
-
-					offset = i * 2;
-
-					uniform._array[ offset ] 	 = value[ i ].x;
-					uniform._array[ offset + 1 ] = value[ i ].y;
-
-				}
-
-				_gl.uniform2fv( location, uniform._array );
-
-			} else if ( type === "v3v" ) { // array of THREE.Vector3
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = new Float32Array( 3 * value.length );
-
-				}
-
-				for ( i = 0, il = value.length; i < il; i ++ ) {
-
-					offset = i * 3;
-
-					uniform._array[ offset ] 	 = value[ i ].x;
-					uniform._array[ offset + 1 ] = value[ i ].y;
-					uniform._array[ offset + 2 ] = value[ i ].z;
-
-				}
-
-				_gl.uniform3fv( location, uniform._array );
-
-			} else if ( type === "v4v" ) { // array of THREE.Vector4
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = new Float32Array( 4 * value.length );
-
-				}
-
-				for ( i = 0, il = value.length; i < il; i ++ ) {
-
-					offset = i * 4;
-
-					uniform._array[ offset ] 	 = value[ i ].x;
-					uniform._array[ offset + 1 ] = value[ i ].y;
-					uniform._array[ offset + 2 ] = value[ i ].z;
-					uniform._array[ offset + 3 ] = value[ i ].w;
-
-				}
-
-				_gl.uniform4fv( location, uniform._array );
-
-			} else if ( type === "m4") { // single THREE.Matrix4
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = new Float32Array( 16 );
-
-				}
-
-				value.flattenToArray( uniform._array );
-				_gl.uniformMatrix4fv( location, false, uniform._array );
-
-			} else if ( type === "m4v" ) { // array of THREE.Matrix4
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = new Float32Array( 16 * value.length );
-
-				}
-
-				for ( i = 0, il = value.length; i < il; i ++ ) {
-
-					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
-
-				}
-
-				_gl.uniformMatrix4fv( location, false, uniform._array );
-
-			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
-
-				texture = value;
-				textureUnit = getTextureUnit();
-
-				_gl.uniform1i( location, textureUnit );
-
-				if ( !texture ) continue;
-
-				if ( texture.image instanceof Array && texture.image.length === 6 ) {
-
-					setCubeTexture( texture, textureUnit );
-
-				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
-
-					setCubeTextureDynamic( texture, textureUnit );
-
-				} else {
-
-					_this.setTexture( texture, textureUnit );
-
-				}
-
-			} else if ( type === "tv" ) { // array of THREE.Texture (2d)
-
-				if ( uniform._array === undefined ) {
-
-					uniform._array = [];
-
-				}
-
-				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
-
-					uniform._array[ i ] = getTextureUnit();
-
-				}
-
-				_gl.uniform1iv( location, uniform._array );
-
-				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
-
-					texture = uniform.value[ i ];
-					textureUnit = uniform._array[ i ];
-
-					if ( !texture ) continue;
-
-					_this.setTexture( texture, textureUnit );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	function setupMatrices ( object, camera ) {
-
-		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
-
-		object._normalMatrix.getInverse( object._modelViewMatrix );
-		object._normalMatrix.transpose();
-
-	};
-
-	//
-
-	function setColorGamma( array, offset, color, intensitySq ) {
-
-		array[ offset ]     = color.r * color.r * intensitySq;
-		array[ offset + 1 ] = color.g * color.g * intensitySq;
-		array[ offset + 2 ] = color.b * color.b * intensitySq;
-
-	};
-
-	function setColorLinear( array, offset, color, intensity ) {
-
-		array[ offset ]     = color.r * intensity;
-		array[ offset + 1 ] = color.g * intensity;
-		array[ offset + 2 ] = color.b * intensity;
-
-	};
-
-	function setupLights ( program, lights ) {
-
-		var l, ll, light, n,
-		r = 0, g = 0, b = 0,
-		color, skyColor, groundColor,
-		intensity,  intensitySq,
-		position,
-		distance,
-
-		zlights = _lights,
-
-		dirColors = zlights.directional.colors,
-		dirPositions = zlights.directional.positions,
-
-		pointColors = zlights.point.colors,
-		pointPositions = zlights.point.positions,
-		pointDistances = zlights.point.distances,
-
-		spotColors = zlights.spot.colors,
-		spotPositions = zlights.spot.positions,
-		spotDistances = zlights.spot.distances,
-		spotDirections = zlights.spot.directions,
-		spotAnglesCos = zlights.spot.anglesCos,
-		spotExponents = zlights.spot.exponents,
-
-		hemiSkyColors = zlights.hemi.skyColors,
-		hemiGroundColors = zlights.hemi.groundColors,
-		hemiPositions = zlights.hemi.positions,
-
-		dirLength = 0,
-		pointLength = 0,
-		spotLength = 0,
-		hemiLength = 0,
-
-		dirCount = 0,
-		pointCount = 0,
-		spotCount = 0,
-		hemiCount = 0,
-
-		dirOffset = 0,
-		pointOffset = 0,
-		spotOffset = 0,
-		hemiOffset = 0;
-
-		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
-
-			light = lights[ l ];
-
-			if ( light.onlyShadow ) continue;
-
-			color = light.color;
-			intensity = light.intensity;
-			distance = light.distance;
-
-			if ( light instanceof THREE.AmbientLight ) {
-
-				if ( ! light.visible ) continue;
-
-				if ( _this.gammaInput ) {
-
-					r += color.r * color.r;
-					g += color.g * color.g;
-					b += color.b * color.b;
-
-				} else {
-
-					r += color.r;
-					g += color.g;
-					b += color.b;
-
-				}
-
-			} else if ( light instanceof THREE.DirectionalLight ) {
-
-				dirCount += 1;
-
-				if ( ! light.visible ) continue;
-
-				dirOffset = dirLength * 3;
-
-				if ( _this.gammaInput ) {
-
-					setColorGamma( dirColors, dirOffset, color, intensity * intensity );
-
-				} else {
-
-					setColorLinear( dirColors, dirOffset, color, intensity );
-
-				}
-
-				_direction.copy( light.matrixWorld.getPosition() );
-				_direction.subSelf( light.target.matrixWorld.getPosition() );
-				_direction.normalize();
-
-				dirPositions[ dirOffset ]     = _direction.x;
-				dirPositions[ dirOffset + 1 ] = _direction.y;
-				dirPositions[ dirOffset + 2 ] = _direction.z;
-
-				dirLength += 1;
-
-			} else if ( light instanceof THREE.PointLight ) {
-
-				pointCount += 1;
-
-				if ( ! light.visible ) continue;
-
-				pointOffset = pointLength * 3;
-
-				if ( _this.gammaInput ) {
-
-					setColorGamma( pointColors, pointOffset, color, intensity * intensity );
-
-				} else {
-
-					setColorLinear( pointColors, pointOffset, color, intensity );
-
-				}
-
-				position = light.matrixWorld.getPosition();
-
-				pointPositions[ pointOffset ]     = position.x;
-				pointPositions[ pointOffset + 1 ] = position.y;
-				pointPositions[ pointOffset + 2 ] = position.z;
-
-				pointDistances[ pointLength ] = distance;
-
-				pointLength += 1;
-
-			} else if ( light instanceof THREE.SpotLight ) {
-
-				spotCount += 1;
-
-				if ( ! light.visible ) continue;
-
-				spotOffset = spotLength * 3;
-
-				if ( _this.gammaInput ) {
-
-					setColorGamma( spotColors, spotOffset, color, intensity * intensity );
-
-				} else {
-
-					setColorLinear( spotColors, spotOffset, color, intensity );
-
-				}
-
-				position = light.matrixWorld.getPosition();
-
-				spotPositions[ spotOffset ]     = position.x;
-				spotPositions[ spotOffset + 1 ] = position.y;
-				spotPositions[ spotOffset + 2 ] = position.z;
-
-				spotDistances[ spotLength ] = distance;
-
-				_direction.copy( position );
-				_direction.subSelf( light.target.matrixWorld.getPosition() );
-				_direction.normalize();
-
-				spotDirections[ spotOffset ]     = _direction.x;
-				spotDirections[ spotOffset + 1 ] = _direction.y;
-				spotDirections[ spotOffset + 2 ] = _direction.z;
-
-				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
-				spotExponents[ spotLength ] = light.exponent;
-
-				spotLength += 1;
-
-			} else if ( light instanceof THREE.HemisphereLight ) {
-
-				hemiCount += 1;
-
-				if ( ! light.visible ) continue;
-
-				skyColor = light.color;
-				groundColor = light.groundColor;
-
-				hemiOffset = hemiLength * 3;
-
-				if ( _this.gammaInput ) {
-
-					intensitySq = intensity * intensity;
-
-					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
-					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
-
-				} else {
-
-					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
-					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
-
-				}
-
-				_direction.copy( light.matrixWorld.getPosition() );
-				_direction.normalize();
-
-				hemiPositions[ hemiOffset ]     = _direction.x;
-				hemiPositions[ hemiOffset + 1 ] = _direction.y;
-				hemiPositions[ hemiOffset + 2 ] = _direction.z;
-
-				hemiLength += 1;
-
-			}
-
-		}
-
-		// null eventual remains from removed lights
-		// (this is to avoid if in shader)
-
-		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
-		for ( l = dirLength * 3, ll = Math.max( dirPositions.length, dirCount * 3 ); l < ll; l ++ ) dirPositions[ l ] = 0.0;
-
-		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
-		for ( l = pointLength * 3, ll = Math.max( pointPositions.length, pointCount * 3 ); l < ll; l ++ ) pointPositions[ l ] = 0.0;
-		for ( l = pointLength, ll = Math.max( pointDistances.length, pointCount ); l < ll; l ++ ) pointDistances[ l ] = 0.0;
-
-		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
-		for ( l = spotLength * 3, ll = Math.max( spotPositions.length, spotCount * 3 ); l < ll; l ++ ) spotPositions[ l ] = 0.0;
-		for ( l = spotLength * 3, ll = Math.max( spotDirections.length, spotCount * 3 ); l < ll; l ++ ) spotDirections[ l ] = 0.0;
-		for ( l = spotLength, ll = Math.max( spotAnglesCos.length, spotCount ); l < ll; l ++ ) spotAnglesCos[ l ] = 0.0;
-		for ( l = spotLength, ll = Math.max( spotExponents.length, spotCount ); l < ll; l ++ ) spotExponents[ l ] = 0.0;
-		for ( l = spotLength, ll = Math.max( spotDistances.length, spotCount ); l < ll; l ++ ) spotDistances[ l ] = 0.0;
-
-		for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
-		for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
-		for ( l = hemiLength * 3, ll = Math.max( hemiPositions.length, hemiCount * 3 ); l < ll; l ++ ) hemiPositions[ l ] = 0.0;
-
-		zlights.directional.length = dirLength;
-		zlights.point.length = pointLength;
-		zlights.spot.length = spotLength;
-		zlights.hemi.length = hemiLength;
-
-		zlights.ambient[ 0 ] = r;
-		zlights.ambient[ 1 ] = g;
-		zlights.ambient[ 2 ] = b;
-
-	};
-
-	// GL state setting
-
-	this.setFaceCulling = function ( cullFace, frontFace ) {
-
-		if ( cullFace ) {
-
-			if ( !frontFace || frontFace === "ccw" ) {
-
-				_gl.frontFace( _gl.CCW );
-
-			} else {
-
-				_gl.frontFace( _gl.CW );
-
-			}
-
-			if( cullFace === "back" ) {
-
-				_gl.cullFace( _gl.BACK );
-
-			} else if( cullFace === "front" ) {
-
-				_gl.cullFace( _gl.FRONT );
-
-			} else {
-
-				_gl.cullFace( _gl.FRONT_AND_BACK );
-
-			}
-
-			_gl.enable( _gl.CULL_FACE );
-
-		} else {
-
-			_gl.disable( _gl.CULL_FACE );
-
-		}
-
-	};
-
-	this.setMaterialFaces = function ( material ) {
-
-		var doubleSided = material.side === THREE.DoubleSide;
-		var flipSided = material.side === THREE.BackSide;
-
-		if ( _oldDoubleSided !== doubleSided ) {
-
-			if ( doubleSided ) {
-
-				_gl.disable( _gl.CULL_FACE );
-
-			} else {
-
-				_gl.enable( _gl.CULL_FACE );
-
-			}
-
-			_oldDoubleSided = doubleSided;
-
-		}
-
-		if ( _oldFlipSided !== flipSided ) {
-
-			if ( flipSided ) {
-
-				_gl.frontFace( _gl.CW );
-
-			} else {
-
-				_gl.frontFace( _gl.CCW );
-
-			}
-
-			_oldFlipSided = flipSided;
-
-		}
-
-	};
-
-	this.setDepthTest = function ( depthTest ) {
-
-		if ( _oldDepthTest !== depthTest ) {
-
-			if ( depthTest ) {
-
-				_gl.enable( _gl.DEPTH_TEST );
-
-			} else {
-
-				_gl.disable( _gl.DEPTH_TEST );
-
-			}
-
-			_oldDepthTest = depthTest;
-
-		}
-
-	};
-
-	this.setDepthWrite = function ( depthWrite ) {
-
-		if ( _oldDepthWrite !== depthWrite ) {
-
-			_gl.depthMask( depthWrite );
-			_oldDepthWrite = depthWrite;
-
-		}
-
-	};
-
-	function setLineWidth ( width ) {
-
-		if ( width !== _oldLineWidth ) {
-
-			_gl.lineWidth( width );
-
-			_oldLineWidth = width;
-
-		}
-
-	};
-
-	function setPolygonOffset ( polygonoffset, factor, units ) {
-
-		if ( _oldPolygonOffset !== polygonoffset ) {
-
-			if ( polygonoffset ) {
-
-				_gl.enable( _gl.POLYGON_OFFSET_FILL );
-
-			} else {
-
-				_gl.disable( _gl.POLYGON_OFFSET_FILL );
-
-			}
-
-			_oldPolygonOffset = polygonoffset;
-
-		}
-
-		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
-
-			_gl.polygonOffset( factor, units );
-
-			_oldPolygonOffsetFactor = factor;
-			_oldPolygonOffsetUnits = units;
-
-		}
-
-	};
-
-	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
-
-		if ( blending !== _oldBlending ) {
-
-			if ( blending === THREE.NoBlending ) {
-
-				_gl.disable( _gl.BLEND );
-
-			} else if ( blending === THREE.AdditiveBlending ) {
-
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquation( _gl.FUNC_ADD );
-				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
-
-			} else if ( blending === THREE.SubtractiveBlending ) {
-
-				// TODO: Find blendFuncSeparate() combination
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquation( _gl.FUNC_ADD );
-				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
-
-			} else if ( blending === THREE.MultiplyBlending ) {
-
-				// TODO: Find blendFuncSeparate() combination
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquation( _gl.FUNC_ADD );
-				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
-
-			} else if ( blending === THREE.CustomBlending ) {
-
-				_gl.enable( _gl.BLEND );
-
-			} else {
-
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
-				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
-
-			}
-
-			_oldBlending = blending;
-
-		}
-
-		if ( blending === THREE.CustomBlending ) {
-
-			if ( blendEquation !== _oldBlendEquation ) {
-
-				_gl.blendEquation( paramThreeToGL( blendEquation ) );
-
-				_oldBlendEquation = blendEquation;
-
-			}
-
-			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
-
-				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
-
-				_oldBlendSrc = blendSrc;
-				_oldBlendDst = blendDst;
-
-			}
-
-		} else {
-
-			_oldBlendEquation = null;
-			_oldBlendSrc = null;
-			_oldBlendDst = null;
-
-		}
-
-	};
-
-	// Defines
-
-	function generateDefines ( defines ) {
-
-		var value, chunk, chunks = [];
-
-		for ( var d in defines ) {
-
-			value = defines[ d ];
-			if ( value === false ) continue;
-
-			chunk = "#define " + d + " " + value;
-			chunks.push( chunk );
-
-		}
-
-		return chunks.join( "\n" );
-
-	};
-
-	// Shaders
-
-	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
-
-		var p, pl, d, program, code;
-		var chunks = [];
-
-		// Generate code
-
-		if ( shaderID ) {
-
-			chunks.push( shaderID );
-
-		} else {
-
-			chunks.push( fragmentShader );
-			chunks.push( vertexShader );
-
-		}
-
-		for ( d in defines ) {
-
-			chunks.push( d );
-			chunks.push( defines[ d ] );
-
-		}
-
-		for ( p in parameters ) {
-
-			chunks.push( p );
-			chunks.push( parameters[ p ] );
-
-		}
-
-		code = chunks.join();
-
-		// Check if code has been already compiled
-
-		for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
-
-			var programInfo = _programs[ p ];
-
-			if ( programInfo.code === code ) {
-
-				//console.log( "Code already compiled." /*: \n\n" + code*/ );
-
-				programInfo.usedTimes ++;
-
-				return programInfo.program;
-
-			}
-
-		}
-
-		//console.log( "building new program " );
-
-		//
-
-		var customDefines = generateDefines( defines );
-
-		//
-
-		program = _gl.createProgram();
-
-		var prefix_vertex = [
-
-			"precision " + _precision + " float;",
-
-			customDefines,
-
-			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
-
-			_this.gammaInput ? "#define GAMMA_INPUT" : "",
-			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
-			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
-
-			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
-			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
-			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
-			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
-
-			"#define MAX_SHADOWS " + parameters.maxShadows,
-
-			"#define MAX_BONES " + parameters.maxBones,
-
-			parameters.map ? "#define USE_MAP" : "",
-			parameters.envMap ? "#define USE_ENVMAP" : "",
-			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
-			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
-			parameters.normalMap ? "#define USE_NORMALMAP" : "",
-			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
-			parameters.vertexColors ? "#define USE_COLOR" : "",
-
-			parameters.skinning ? "#define USE_SKINNING" : "",
-			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
-			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
-			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
-
-			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
-			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
-			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
-			parameters.wrapAround ? "#define WRAP_AROUND" : "",
-			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
-			parameters.flipSided ? "#define FLIP_SIDED" : "",
-
-			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
-			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
-			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
-			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
-
-			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
-
-			"uniform mat4 modelMatrix;",
-			"uniform mat4 modelViewMatrix;",
-			"uniform mat4 projectionMatrix;",
-			"uniform mat4 viewMatrix;",
-			"uniform mat3 normalMatrix;",
-			"uniform vec3 cameraPosition;",
-
-			"attribute vec3 position;",
-			"attribute vec3 normal;",
-			"attribute vec2 uv;",
-			"attribute vec2 uv2;",
-
-			"#ifdef USE_COLOR",
-
-				"attribute vec3 color;",
-
-			"#endif",
-
-			"#ifdef USE_MORPHTARGETS",
-
-				"attribute vec3 morphTarget0;",
-				"attribute vec3 morphTarget1;",
-				"attribute vec3 morphTarget2;",
-				"attribute vec3 morphTarget3;",
-
-				"#ifdef USE_MORPHNORMALS",
-
-					"attribute vec3 morphNormal0;",
-					"attribute vec3 morphNormal1;",
-					"attribute vec3 morphNormal2;",
-					"attribute vec3 morphNormal3;",
-
-				"#else",
-
-					"attribute vec3 morphTarget4;",
-					"attribute vec3 morphTarget5;",
-					"attribute vec3 morphTarget6;",
-					"attribute vec3 morphTarget7;",
-
-				"#endif",
-
-			"#endif",
-
-			"#ifdef USE_SKINNING",
-
-				"attribute vec4 skinIndex;",
-				"attribute vec4 skinWeight;",
-
-			"#endif",
-
-			""
-
-		].join("\n");
-
-		var prefix_fragment = [
-
-			"precision " + _precision + " float;",
-
-			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
-
-			customDefines,
-
-			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
-			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
-			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
-			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
-
-			"#define MAX_SHADOWS " + parameters.maxShadows,
-
-			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
-
-			_this.gammaInput ? "#define GAMMA_INPUT" : "",
-			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
-			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
-
-			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
-			( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
-
-			parameters.map ? "#define USE_MAP" : "",
-			parameters.envMap ? "#define USE_ENVMAP" : "",
-			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
-			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
-			parameters.normalMap ? "#define USE_NORMALMAP" : "",
-			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
-			parameters.vertexColors ? "#define USE_COLOR" : "",
-
-			parameters.metal ? "#define METAL" : "",
-			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
-			parameters.wrapAround ? "#define WRAP_AROUND" : "",
-			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
-			parameters.flipSided ? "#define FLIP_SIDED" : "",
-
-			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
-			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
-			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
-			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
-
-			"uniform mat4 viewMatrix;",
-			"uniform vec3 cameraPosition;",
-			""
-
-		].join("\n");
-
-		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
-		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
-
-		_gl.attachShader( program, glVertexShader );
-		_gl.attachShader( program, glFragmentShader );
-
-		_gl.linkProgram( program );
-
-		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
-
-			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
-
-		}
-
-		// clean up
-
-		_gl.deleteShader( glFragmentShader );
-		_gl.deleteShader( glVertexShader );
-
-		//console.log( prefix_fragment + fragmentShader );
-		//console.log( prefix_vertex + vertexShader );
-
-		program.uniforms = {};
-		program.attributes = {};
-
-		var identifiers, u, a, i;
-
-		// cache uniform locations
-
-		identifiers = [
-
-			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
-			'morphTargetInfluences'
-
-		];
-
-		if ( parameters.useVertexTexture ) {
-
-			identifiers.push( 'boneTexture' );
-
-		} else {
-
-			identifiers.push( 'boneGlobalMatrices' );
-
-		}
-
-		for ( u in uniforms ) {
-
-			identifiers.push( u );
-
-		}
-
-		cacheUniformLocations( program, identifiers );
-
-		// cache attributes locations
-
-		identifiers = [
-
-			"position", "normal", "uv", "uv2", "tangent", "color",
-			"skinIndex", "skinWeight", "lineDistance"
-
-		];
-
-		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
-
-			identifiers.push( "morphTarget" + i );
-
-		}
-
-		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
-
-			identifiers.push( "morphNormal" + i );
-
-		}
-
-		for ( a in attributes ) {
-
-			identifiers.push( a );
-
-		}
-
-		cacheAttributeLocations( program, identifiers );
-
-		program.id = _programs_counter ++;
-
-		_programs.push( { program: program, code: code, usedTimes: 1 } );
-
-		_this.info.memory.programs = _programs.length;
-
-		return program;
-
-	};
-
-	// Shader parameters cache
-
-	function cacheUniformLocations ( program, identifiers ) {
-
-		var i, l, id;
-
-		for( i = 0, l = identifiers.length; i < l; i ++ ) {
-
-			id = identifiers[ i ];
-			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
-
-		}
-
-	};
-
-	function cacheAttributeLocations ( program, identifiers ) {
-
-		var i, l, id;
-
-		for( i = 0, l = identifiers.length; i < l; i ++ ) {
-
-			id = identifiers[ i ];
-			program.attributes[ id ] = _gl.getAttribLocation( program, id );
-
-		}
-
-	};
-
-	function addLineNumbers ( string ) {
-
-		var chunks = string.split( "\n" );
-
-		for ( var i = 0, il = chunks.length; i < il; i ++ ) {
-
-			// Chrome reports shader errors on lines
-			// starting counting from 1
-
-			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
-
-		}
-
-		return chunks.join( "\n" );
-
-	};
-
-	function getShader ( type, string ) {
-
-		var shader;
-
-		if ( type === "fragment" ) {
-
-			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
-
-		} else if ( type === "vertex" ) {
-
-			shader = _gl.createShader( _gl.VERTEX_SHADER );
-
-		}
-
-		_gl.shaderSource( shader, string );
-		_gl.compileShader( shader );
-
-		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
-
-			console.error( _gl.getShaderInfoLog( shader ) );
-			console.error( addLineNumbers( string ) );
-			return null;
-
-		}
-
-		return shader;
-
-	};
-
-	// Textures
-
-
-	function isPowerOfTwo ( value ) {
-
-		return ( value & ( value - 1 ) ) === 0;
-
-	};
-
-	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
-
-		if ( isImagePowerOfTwo ) {
-
-			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
-			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
-
-			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
-			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
-
-		} else {
-
-			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
-			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
-
-			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
-			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
-
-		}
-
-		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
-
-			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
-
-				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
-				texture.__oldAnisotropy = texture.anisotropy;
-
-			}
-
-		}
-
-	};
-
-	this.setTexture = function ( texture, slot ) {
-
-		if ( texture.needsUpdate ) {
-
-			if ( ! texture.__webglInit ) {
-
-				texture.__webglInit = true;
-				texture.__webglTexture = _gl.createTexture();
-
-				_this.info.memory.textures ++;
-
-			}
-
-			_gl.activeTexture( _gl.TEXTURE0 + slot );
-			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
-
-			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
-			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
-
-			var image = texture.image,
-			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
-			glFormat = paramThreeToGL( texture.format ),
-			glType = paramThreeToGL( texture.type );
-
-			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
-
-			if ( texture instanceof THREE.CompressedTexture ) {
-
-				var mipmap, mipmaps = texture.mipmaps;
-
-				for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
-
-					mipmap = mipmaps[ i ];
-					_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
-
-				}
-
-			} else if ( texture instanceof THREE.DataTexture ) {
-
-				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
-
-			} else {
-
-				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
-
-			}
-
-			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
-
-			texture.needsUpdate = false;
-
-			if ( texture.onUpdate ) texture.onUpdate();
-
-		} else {
-
-			_gl.activeTexture( _gl.TEXTURE0 + slot );
-			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
-
-		}
-
-	};
-
-	function clampToMaxSize ( image, maxSize ) {
-
-		if ( image.width <= maxSize && image.height <= maxSize ) {
-
-			return image;
-
-		}
-
-		// Warning: Scaling through the canvas will only work with images that use
-		// premultiplied alpha.
-
-		var maxDimension = Math.max( image.width, image.height );
-		var newWidth = Math.floor( image.width * maxSize / maxDimension );
-		var newHeight = Math.floor( image.height * maxSize / maxDimension );
-
-		var canvas = document.createElement( 'canvas' );
-		canvas.width = newWidth;
-		canvas.height = newHeight;
-
-		var ctx = canvas.getContext( "2d" );
-		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
-
-		return canvas;
-
-	}
-
-	function setCubeTexture ( texture, slot ) {
-
-		if ( texture.image.length === 6 ) {
-
-			if ( texture.needsUpdate ) {
-
-				if ( ! texture.image.__webglTextureCube ) {
-
-					texture.image.__webglTextureCube = _gl.createTexture();
-
-				}
-
-				_gl.activeTexture( _gl.TEXTURE0 + slot );
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
-
-				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
-
-				var isCompressed = texture instanceof THREE.CompressedTexture;
-
-				var cubeImage = [];
-
-				for ( var i = 0; i < 6; i ++ ) {
-
-					if ( _this.autoScaleCubemaps && ! isCompressed ) {
-
-						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
-
-					} else {
-
-						cubeImage[ i ] = texture.image[ i ];
-
-					}
-
-				}
-
-				var image = cubeImage[ 0 ],
-				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
-				glFormat = paramThreeToGL( texture.format ),
-				glType = paramThreeToGL( texture.type );
-
-				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
-
-				for ( var i = 0; i < 6; i ++ ) {
-
-					if ( isCompressed ) {
-
-						var mipmap, mipmaps = cubeImage[ i ].mipmaps;
-
-						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
-
-							mipmap = mipmaps[ j ];
-							_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
-
-						}
-
-					} else {
-
-						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
-
-					}
-
-				}
-
-				if ( texture.generateMipmaps && isImagePowerOfTwo ) {
-
-					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-
-				}
-
-				texture.needsUpdate = false;
-
-				if ( texture.onUpdate ) texture.onUpdate();
-
-			} else {
-
-				_gl.activeTexture( _gl.TEXTURE0 + slot );
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
-
-			}
-
-		}
-
-	};
-
-	function setCubeTextureDynamic ( texture, slot ) {
-
-		_gl.activeTexture( _gl.TEXTURE0 + slot );
-		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
-
-	};
-
-	// Render targets
-
-	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
-
-		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
-		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
-
-	};
-
-	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
-
-		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
-
-		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
-			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-
-		/* For some reason this is not working. Defaulting to RGBA4.
-		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
-			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-		*/
-		} else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
-			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-
-		} else {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
-
-		}
-
-	};
-
-	this.setRenderTarget = function ( renderTarget ) {
-
-		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
-
-		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
-
-			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
-			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
-
-			renderTarget.__webglTexture = _gl.createTexture();
-
-			// Setup texture, create render and frame buffers
-
-			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
-				glFormat = paramThreeToGL( renderTarget.format ),
-				glType = paramThreeToGL( renderTarget.type );
-
-			if ( isCube ) {
-
-				renderTarget.__webglFramebuffer = [];
-				renderTarget.__webglRenderbuffer = [];
-
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
-				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
-
-				for ( var i = 0; i < 6; i ++ ) {
-
-					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
-					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
-
-					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
-
-					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
-					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
-
-				}
-
-				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-
-			} else {
-
-				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
-				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
-
-				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
-				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
-
-				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
-
-				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
-				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
-
-				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
-
-			}
-
-			// Release everything
-
-			if ( isCube ) {
-
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
-
-			} else {
-
-				_gl.bindTexture( _gl.TEXTURE_2D, null );
-
-			}
-
-			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
-			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
-
-		}
-
-		var framebuffer, width, height, vx, vy;
-
-		if ( renderTarget ) {
-
-			if ( isCube ) {
-
-				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
-
-			} else {
-
-				framebuffer = renderTarget.__webglFramebuffer;
-
-			}
-
-			width = renderTarget.width;
-			height = renderTarget.height;
-
-			vx = 0;
-			vy = 0;
-
-		} else {
-
-			framebuffer = null;
-
-			width = _viewportWidth;
-			height = _viewportHeight;
-
-			vx = _viewportX;
-			vy = _viewportY;
-
-		}
-
-		if ( framebuffer !== _currentFramebuffer ) {
-
-			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
-			_gl.viewport( vx, vy, width, height );
-
-			_currentFramebuffer = framebuffer;
-
-		}
-
-		_currentWidth = width;
-		_currentHeight = height;
-
-	};
-
-	function updateRenderTargetMipmap ( renderTarget ) {
-
-		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
-
-			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
-			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
-
-		} else {
-
-			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
-			_gl.generateMipmap( _gl.TEXTURE_2D );
-			_gl.bindTexture( _gl.TEXTURE_2D, null );
-
-		}
-
-	};
-
-	// Fallback filters for non-power-of-2 textures
-
-	function filterFallback ( f ) {
-
-		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
-
-			return _gl.NEAREST;
-
-		}
-
-		return _gl.LINEAR;
-
-	};
-
-	// Map three.js constants to WebGL constants
-
-	function paramThreeToGL ( p ) {
-
-		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
-		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
-		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
-
-		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
-		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
-		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
-
-		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
-		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
-		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
-
-		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
-		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
-		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
-		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
-
-		if ( p === THREE.ByteType ) return _gl.BYTE;
-		if ( p === THREE.ShortType ) return _gl.SHORT;
-		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
-		if ( p === THREE.IntType ) return _gl.INT;
-		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
-		if ( p === THREE.FloatType ) return _gl.FLOAT;
-
-		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
-		if ( p === THREE.RGBFormat ) return _gl.RGB;
-		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
-		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
-		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
-
-		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
-		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
-		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
-
-		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
-		if ( p === THREE.OneFactor ) return _gl.ONE;
-		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
-		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
-		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
-		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
-		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
-		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
-
-		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
-		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
-		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
-
-		if ( _glExtensionCompressedTextureS3TC !== undefined ) {
-
-			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
-			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
-			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
-			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
-
-		}
-
-		return 0;
-
-	};
-
-	// Allocations
-
-	function allocateBones ( object ) {
-
-		if ( _supportsBoneTextures && object && object.useVertexTexture ) {
-
-			return 1024;
-
-		} else {
-
-			// default for when object is not specified
-			// ( for example when prebuilding shader
-			//   to be used with multiple objects )
-			//
-			// 	- leave some extra space for other uniforms
-			//  - limit here is ANGLE's 254 max uniform vectors
-			//    (up to 54 should be safe)
-
-			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
-			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
-
-			var maxBones = nVertexMatrices;
-
-			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
-
-				maxBones = Math.min( object.bones.length, maxBones );
-
-				if ( maxBones < object.bones.length ) {
-
-					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
-
-				}
-
-			}
-
-			return maxBones;
-
-		}
-
-	};
-
-	function allocateLights ( lights ) {
-
-		var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
-
-		dirLights = pointLights = spotLights = hemiLights = 0;
-
-		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
-
-			light = lights[ l ];
-
-			if ( light.onlyShadow ) continue;
-
-			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
-			if ( light instanceof THREE.PointLight ) pointLights ++;
-			if ( light instanceof THREE.SpotLight ) spotLights ++;
-			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
-
-		}
-
-		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
-
-	};
-
-	function allocateShadows ( lights ) {
-
-		var l, ll, light, maxShadows = 0;
-
-		for ( l = 0, ll = lights.length; l < ll; l++ ) {
-
-			light = lights[ l ];
-
-			if ( ! light.castShadow ) continue;
-
-			if ( light instanceof THREE.SpotLight ) maxShadows ++;
-			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
-
-		}
-
-		return maxShadows;
-
-	};
-
-	// Initialization
-
-	function initGL () {
-
-		try {
-
-			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
-
-				throw 'Error creating WebGL context.';
-
-			}
-
-		} catch ( error ) {
-
-			console.error( error );
-
-		}
-
-		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
-		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
-
-		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
-											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
-											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
-
-
-		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
-											_gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
-											_gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
-
-		if ( ! _glExtensionTextureFloat ) {
-
-			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
-
-		}
-
-		if ( ! _glExtensionStandardDerivatives ) {
-
-			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
-
-		}
-
-		if ( ! _glExtensionTextureFilterAnisotropic ) {
-
-			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
-
-		}
-
-		if ( ! _glExtensionCompressedTextureS3TC ) {
-
-			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
-
-		}
-
-	};
-
-	function setDefaultGLState () {
-
-		_gl.clearColor( 0, 0, 0, 1 );
-		_gl.clearDepth( 1 );
-		_gl.clearStencil( 0 );
-
-		_gl.enable( _gl.DEPTH_TEST );
-		_gl.depthFunc( _gl.LEQUAL );
-
-		_gl.frontFace( _gl.CCW );
-		_gl.cullFace( _gl.BACK );
-		_gl.enable( _gl.CULL_FACE );
-
-		_gl.enable( _gl.BLEND );
-		_gl.blendEquation( _gl.FUNC_ADD );
-		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
-
-		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
-	};
-
-	// default plugins (order is important)
-
-	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
-	this.addPrePlugin( this.shadowMapPlugin );
-
-	this.addPostPlugin( new THREE.SpritePlugin() );
-	this.addPostPlugin( new THREE.LensFlarePlugin() );
-
-};
-/**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.WebGLRenderTarget = function ( width, height, options ) {
-
-	this.width = width;
-	this.height = height;
-
-	options = options || {};
-
-	this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
-	this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
-
-	this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
-	this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
-
-	this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
-
-	this.offset = new THREE.Vector2( 0, 0 );
-	this.repeat = new THREE.Vector2( 1, 1 );
-
-	this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
-	this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
-
-	this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
-	this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
-
-	this.generateMipmaps = true;
-
-};
-
-THREE.WebGLRenderTarget.prototype.clone = function() {
-
-	var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
-
-	tmp.wrapS = this.wrapS;
-	tmp.wrapT = this.wrapT;
-
-	tmp.magFilter = this.magFilter;
-	tmp.anisotropy = this.anisotropy;
-
-	tmp.minFilter = this.minFilter;
-
-	tmp.offset.copy( this.offset );
-	tmp.repeat.copy( this.repeat );
-
-	tmp.format = this.format;
-	tmp.type = this.type;
-
-	tmp.depthBuffer = this.depthBuffer;
-	tmp.stencilBuffer = this.stencilBuffer;
-
-	tmp.generateMipmaps = this.generateMipmaps;
-
-	return tmp;
-
-};
-/**
- * @author alteredq / http://alteredqualia.com
- */
-
-THREE.WebGLRenderTargetCube = function ( width, height, options ) {
-
-	THREE.WebGLRenderTarget.call( this, width, height, options );
-
-	this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
-
-};
-
-THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableVertex = function () {
-
-	this.positionWorld = new THREE.Vector3();
-	this.positionScreen = new THREE.Vector4();
-
-	this.visible = true;
-
-};
-
-THREE.RenderableVertex.prototype.copy = function ( vertex ) {
-
-	this.positionWorld.copy( vertex.positionWorld );
-	this.positionScreen.copy( vertex.positionScreen );
-
-}
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableFace3 = function () {
-
-	this.v1 = new THREE.RenderableVertex();
-	this.v2 = new THREE.RenderableVertex();
-	this.v3 = new THREE.RenderableVertex();
-
-	this.centroidWorld = new THREE.Vector3();
-	this.centroidScreen = new THREE.Vector3();
-
-	this.normalWorld = new THREE.Vector3();
-	this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
-	this.vertexNormalsLength = 0;
-
-	this.color = null;
-	this.material = null;
-	this.uvs = [[]];
-
-	this.z = null;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableFace4 = function () {
-
-	this.v1 = new THREE.RenderableVertex();
-	this.v2 = new THREE.RenderableVertex();
-	this.v3 = new THREE.RenderableVertex();
-	this.v4 = new THREE.RenderableVertex();
-
-	this.centroidWorld = new THREE.Vector3();
-	this.centroidScreen = new THREE.Vector3();
-
-	this.normalWorld = new THREE.Vector3();
-	this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
-	this.vertexNormalsLength = 0;
-
-	this.color = null;
-	this.material = null;
-	this.uvs = [[]];
-
-	this.z = null;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableObject = function () {
-
-	this.object = null;
-	this.z = null;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableParticle = function () {
-
-	this.object = null;
-
-	this.x = null;
-	this.y = null;
-	this.z = null;
-
-	this.rotation = null;
-	this.scale = new THREE.Vector2();
-
-	this.material = null;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableLine = function () {
-
-	this.z = null;
-
-	this.v1 = new THREE.RenderableVertex();
-	this.v2 = new THREE.RenderableVertex();
-
-	this.material = null;
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ColorUtils = {
-
-	adjustHSV : function ( color, h, s, v ) {
-
-		var hsv = THREE.ColorUtils.__hsv;
-
-		color.getHSV( hsv );
-
-		hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 );
-		hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 );
-		hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 );
-
-		color.setHSV( hsv.h, hsv.s, hsv.v );
-
-	}
-
-};
-
-THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.GeometryUtils = {
-
-	// Merge two geometries or geometry and geometry from object (using object's transform)
-
-	merge: function ( geometry1, object2 /* mesh | geometry */ ) {
-
-		var matrix, matrixRotation,
-		vertexOffset = geometry1.vertices.length,
-		uvPosition = geometry1.faceVertexUvs[ 0 ].length,
-		geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
-		vertices1 = geometry1.vertices,
-		vertices2 = geometry2.vertices,
-		faces1 = geometry1.faces,
-		faces2 = geometry2.faces,
-		uvs1 = geometry1.faceVertexUvs[ 0 ],
-		uvs2 = geometry2.faceVertexUvs[ 0 ];
-
-		if ( object2 instanceof THREE.Mesh ) {
-
-			object2.matrixAutoUpdate && object2.updateMatrix();
-
-			matrix = object2.matrix;
-			matrixRotation = new THREE.Matrix4();
-			matrixRotation.extractRotation( matrix, object2.scale );
-
-		}
-
-		// vertices
-
-		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
-
-			var vertex = vertices2[ i ];
-
-			var vertexCopy = vertex.clone();
-
-			if ( matrix ) matrix.multiplyVector3( vertexCopy );
-
-			vertices1.push( vertexCopy );
-
-		}
-
-		// faces
-
-		for ( i = 0, il = faces2.length; i < il; i ++ ) {
-
-			var face = faces2[ i ], faceCopy, normal, color,
-			faceVertexNormals = face.vertexNormals,
-			faceVertexColors = face.vertexColors;
-
-			if ( face instanceof THREE.Face3 ) {
-
-				faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
-
-			}
-
-			faceCopy.normal.copy( face.normal );
-
-			if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal );
-
-			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
-
-				normal = faceVertexNormals[ j ].clone();
-
-				if ( matrixRotation ) matrixRotation.multiplyVector3( normal );
-
-				faceCopy.vertexNormals.push( normal );
-
-			}
-
-			faceCopy.color.copy( face.color );
-
-			for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
-
-				color = faceVertexColors[ j ];
-				faceCopy.vertexColors.push( color.clone() );
-
-			}
-
-			if ( face.materialIndex !== undefined ) {
-
-				faceCopy.materialIndex = face.materialIndex;
-
-			}
-
-			faceCopy.centroid.copy( face.centroid );
-			if ( matrix ) matrix.multiplyVector3( faceCopy.centroid );
-
-			faces1.push( faceCopy );
-
-		}
-
-		// uvs
-
-		for ( i = 0, il = uvs2.length; i < il; i ++ ) {
-
-			var uv = uvs2[ i ], uvCopy = [];
-
-			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
-				uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );
-
-			}
-
-			uvs1.push( uvCopy );
-
-		}
-
-	},
-
-	clone: function ( geometry ) {
-
-		var cloneGeo = new THREE.Geometry();
-
-		var i, il;
-
-		var vertices = geometry.vertices,
-			faces = geometry.faces,
-			uvs = geometry.faceVertexUvs[ 0 ];
-
-		// vertices
-
-		for ( i = 0, il = vertices.length; i < il; i ++ ) {
-
-			var vertex = vertices[ i ];
-
-			cloneGeo.vertices.push( vertex.clone() );
-
-		}
-
-		// faces
-
-		for ( i = 0, il = faces.length; i < il; i ++ ) {
-
-			var face = faces[ i ];
-
-			cloneGeo.faces.push( face.clone() );
-
-		}
-
-		// uvs
-
-		for ( i = 0, il = uvs.length; i < il; i ++ ) {
-
-			var uv = uvs[ i ], uvCopy = [];
-
-			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
-				uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );
-
-			}
-
-			cloneGeo.faceVertexUvs[ 0 ].push( uvCopy );
-
-		}
-
-		return cloneGeo;
-
-	},
-
-	removeMaterials: function ( geometry, materialIndexArray ) {
-
-		var materialIndexMap = {};
-
-		for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
-
-			materialIndexMap[ materialIndexArray[i] ] = true;
-
-		}
-
-		var face, newFaces = [];
-
-		for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
-
-			face = geometry.faces[ i ];
-			if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
-
-		}
-
-		geometry.faces = newFaces;
-
-	},
-
-	// Get random point in triangle (via barycentric coordinates)
-	// 	(uniform distribution)
-	// 	http://www.cgafaq.info/wiki/Random_Point_In_Triangle
-
-	randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
-
-		var a, b, c,
-			point = new THREE.Vector3(),
-			tmp = THREE.GeometryUtils.__v1;
-
-		a = THREE.GeometryUtils.random();
-		b = THREE.GeometryUtils.random();
-
-		if ( ( a + b ) > 1 ) {
-
-			a = 1 - a;
-			b = 1 - b;
-
-		}
-
-		c = 1 - a - b;
-
-		point.copy( vectorA );
-		point.multiplyScalar( a );
-
-		tmp.copy( vectorB );
-		tmp.multiplyScalar( b );
-
-		point.addSelf( tmp );
-
-		tmp.copy( vectorC );
-		tmp.multiplyScalar( c );
-
-		point.addSelf( tmp );
-
-		return point;
-
-	},
-
-	// Get random point in face (triangle / quad)
-	// (uniform distribution)
-
-	randomPointInFace: function ( face, geometry, useCachedAreas ) {
-
-		var vA, vB, vC, vD;
-
-		if ( face instanceof THREE.Face3 ) {
-
-			vA = geometry.vertices[ face.a ];
-			vB = geometry.vertices[ face.b ];
-			vC = geometry.vertices[ face.c ];
-
-			return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
-
-		} else if ( face instanceof THREE.Face4 ) {
-
-			vA = geometry.vertices[ face.a ];
-			vB = geometry.vertices[ face.b ];
-			vC = geometry.vertices[ face.c ];
-			vD = geometry.vertices[ face.d ];
-
-			var area1, area2;
-
-			if ( useCachedAreas ) {
-
-				if ( face._area1 && face._area2 ) {
-
-					area1 = face._area1;
-					area2 = face._area2;
-
-				} else {
-
-					area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
-					area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
-
-					face._area1 = area1;
-					face._area2 = area2;
-
-				}
-
-			} else {
-
-				area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
-				area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
-
-			}
-
-			var r = THREE.GeometryUtils.random() * ( area1 + area2 );
-
-			if ( r < area1 ) {
-
-				return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
-
-			} else {
-
-				return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
-
-			}
-
-		}
-
-	},
-
-	// Get uniformly distributed random points in mesh
-	// 	- create array with cumulative sums of face areas
-	//  - pick random number from 0 to total area
-	//  - find corresponding place in area array by binary search
-	//	- get random point in face
-
-	randomPointsInGeometry: function ( geometry, n ) {
-
-		var face, i,
-			faces = geometry.faces,
-			vertices = geometry.vertices,
-			il = faces.length,
-			totalArea = 0,
-			cumulativeAreas = [],
-			vA, vB, vC, vD;
-
-		// precompute face areas
-
-		for ( i = 0; i < il; i ++ ) {
-
-			face = faces[ i ];
-
-			if ( face instanceof THREE.Face3 ) {
-
-				vA = vertices[ face.a ];
-				vB = vertices[ face.b ];
-				vC = vertices[ face.c ];
-
-				face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
-
-			} else if ( face instanceof THREE.Face4 ) {
-
-				vA = vertices[ face.a ];
-				vB = vertices[ face.b ];
-				vC = vertices[ face.c ];
-				vD = vertices[ face.d ];
-
-				face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
-				face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
-
-				face._area = face._area1 + face._area2;
-
-			}
-
-			totalArea += face._area;
-
-			cumulativeAreas[ i ] = totalArea;
-
-		}
-
-		// binary search cumulative areas array
-
-		function binarySearchIndices( value ) {
-
-			function binarySearch( start, end ) {
-
-				// return closest larger index
-				// if exact number is not found
-
-				if ( end < start )
-					return start;
-
-				var mid = start + Math.floor( ( end - start ) / 2 );
-
-				if ( cumulativeAreas[ mid ] > value ) {
-
-					return binarySearch( start, mid - 1 );
-
-				} else if ( cumulativeAreas[ mid ] < value ) {
-
-					return binarySearch( mid + 1, end );
-
-				} else {
-
-					return mid;
-
-				}
-
-			}
-
-			var result = binarySearch( 0, cumulativeAreas.length - 1 )
-			return result;
-
-		}
-
-		// pick random face weighted by face area
-
-		var r, index,
-			result = [];
-
-		var stats = {};
-
-		for ( i = 0; i < n; i ++ ) {
-
-			r = THREE.GeometryUtils.random() * totalArea;
-
-			index = binarySearchIndices( r );
-
-			result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
-
-			if ( ! stats[ index ] ) {
-
-				stats[ index ] = 1;
-
-			} else {
-
-				stats[ index ] += 1;
-
-			}
-
-		}
-
-		return result;
-
-	},
-
-	// Get triangle area (by Heron's formula)
-	// 	http://en.wikipedia.org/wiki/Heron%27s_formula
-
-	triangleArea: function ( vectorA, vectorB, vectorC ) {
-
-		var s, a, b, c,
-			tmp = THREE.GeometryUtils.__v1;
-
-		tmp.sub( vectorA, vectorB );
-		a = tmp.length();
-
-		tmp.sub( vectorA, vectorC );
-		b = tmp.length();
-
-		tmp.sub( vectorB, vectorC );
-		c = tmp.length();
-
-		s = 0.5 * ( a + b + c );
-
-		return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) );
-
-	},
-
-	// Center geometry so that 0,0,0 is in center of bounding box
-
-	center: function ( geometry ) {
-
-		geometry.computeBoundingBox();
-
-		var bb = geometry.boundingBox;
-
-		var offset = new THREE.Vector3();
-
-		offset.add( bb.min, bb.max );
-		offset.multiplyScalar( -0.5 );
-
-		geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
-		geometry.computeBoundingBox();
-
-		return offset;
-
-	},
-
-	// Normalize UVs to be from <0,1>
-	// (for now just the first set of UVs)
-
-	normalizeUVs: function ( geometry ) {
-
-		var uvSet = geometry.faceVertexUvs[ 0 ];
-
-		for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
-
-			var uvs = uvSet[ i ];
-
-			for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
-
-				// texture repeat
-
-				if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u );
-				if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v );
-
-			}
-
-		}
-
-	},
-
-	triangulateQuads: function ( geometry ) {
-
-		var i, il, j, jl;
-
-		var faces = [];
-		var faceUvs = [];
-		var faceVertexUvs = [];
-
-		for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
-
-			faceUvs[ i ] = [];
-
-		}
-
-		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
-
-			faceVertexUvs[ i ] = [];
-
-		}
-
-		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
-
-			var face = geometry.faces[ i ];
-
-			if ( face instanceof THREE.Face4 ) {
-
-				var a = face.a;
-				var b = face.b;
-				var c = face.c;
-				var d = face.d;
-
-				var triA = new THREE.Face3();
-				var triB = new THREE.Face3();
-
-				triA.color.copy( face.color );
-				triB.color.copy( face.color );
-
-				triA.materialIndex = face.materialIndex;
-				triB.materialIndex = face.materialIndex;
-
-				triA.a = a;
-				triA.b = b;
-				triA.c = d;
-
-				triB.a = b;
-				triB.b = c;
-				triB.c = d;
-
-				if ( face.vertexColors.length === 4 ) {
-
-					triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
-					triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
-					triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
-
-					triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
-					triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
-					triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
-
-				}
-
-				faces.push( triA, triB );
-
-				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-					if ( geometry.faceVertexUvs[ j ].length ) {
-
-						var uvs = geometry.faceVertexUvs[ j ][ i ];
-
-						var uvA = uvs[ 0 ];
-						var uvB = uvs[ 1 ];
-						var uvC = uvs[ 2 ];
-						var uvD = uvs[ 3 ];
-
-						var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
-						var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
-
-						faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
-
-					}
-
-				}
-
-				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
-
-					if ( geometry.faceUvs[ j ].length ) {
-
-						var faceUv = geometry.faceUvs[ j ][ i ];
-
-						faceUvs[ j ].push( faceUv, faceUv );
-
-					}
-
-				}
-
-			} else {
-
-				faces.push( face );
-
-				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
-
-					faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
-
-				}
-
-				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-					faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
-
-				}
-
-			}
-
-		}
-
-		geometry.faces = faces;
-		geometry.faceUvs = faceUvs;
-		geometry.faceVertexUvs = faceVertexUvs;
-
-		geometry.computeCentroids();
-		geometry.computeFaceNormals();
-		geometry.computeVertexNormals();
-
-		if ( geometry.hasTangents ) geometry.computeTangents();
-
-	},
-
-	// Make all faces use unique vertices
-	// so that each face can be separated from others
-
-	explode: function( geometry ) {
-
-		var vertices = [];
-
-		for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
-
-			var n = vertices.length;
-
-			var face = geometry.faces[ i ];
-
-			if ( face instanceof THREE.Face4 ) {
-
-				var a = face.a;
-				var b = face.b;
-				var c = face.c;
-				var d = face.d;
-
-				var va = geometry.vertices[ a ];
-				var vb = geometry.vertices[ b ];
-				var vc = geometry.vertices[ c ];
-				var vd = geometry.vertices[ d ];
-
-				vertices.push( va.clone() );
-				vertices.push( vb.clone() );
-				vertices.push( vc.clone() );
-				vertices.push( vd.clone() );
-
-				face.a = n;
-				face.b = n + 1;
-				face.c = n + 2;
-				face.d = n + 3;
-
-			} else {
-
-				var a = face.a;
-				var b = face.b;
-				var c = face.c;
-
-				var va = geometry.vertices[ a ];
-				var vb = geometry.vertices[ b ];
-				var vc = geometry.vertices[ c ];
-
-				vertices.push( va.clone() );
-				vertices.push( vb.clone() );
-				vertices.push( vc.clone() );
-
-				face.a = n;
-				face.b = n + 1;
-				face.c = n + 2;
-
-			}
-
-		}
-
-		geometry.vertices = vertices;
-		delete geometry.__tmpVertices;
-
-	},
-
-	// Break faces with edges longer than maxEdgeLength
-	// - not recursive
-
-	tessellate: function ( geometry, maxEdgeLength ) {
-
-		var i, il, face,
-		a, b, c, d,
-		va, vb, vc, vd,
-		dab, dbc, dac, dcd, dad,
-		m, m1, m2,
-		vm, vm1, vm2,
-		vnm, vnm1, vnm2,
-		vcm, vcm1, vcm2,
-		triA, triB,
-		quadA, quadB,
-		edge;
-
-		var faces = [];
-		var faceVertexUvs = [];
-
-		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
-
-			faceVertexUvs[ i ] = [];
-
-		}
-
-		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
-
-			face = geometry.faces[ i ];
-
-			if ( face instanceof THREE.Face3 ) {
-
-				a = face.a;
-				b = face.b;
-				c = face.c;
-
-				va = geometry.vertices[ a ];
-				vb = geometry.vertices[ b ];
-				vc = geometry.vertices[ c ];
-
-				dab = va.distanceTo( vb );
-				dbc = vb.distanceTo( vc );
-				dac = va.distanceTo( vc );
-
-				if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) {
-
-					m = geometry.vertices.length;
-
-					triA = face.clone();
-					triB = face.clone();
-
-					if ( dab >= dbc && dab >= dac ) {
-
-						vm = va.clone();
-						vm.lerpSelf( vb, 0.5 );
-
-						triA.a = a;
-						triA.b = m;
-						triA.c = c;
-
-						triB.a = m;
-						triB.b = b;
-						triB.c = c;
-
-						if ( face.vertexNormals.length === 3 ) {
-
-							vnm = face.vertexNormals[ 0 ].clone();
-							vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
-
-							triA.vertexNormals[ 1 ].copy( vnm );
-							triB.vertexNormals[ 0 ].copy( vnm );
-
-						}
-
-						if ( face.vertexColors.length === 3 ) {
-
-							vcm = face.vertexColors[ 0 ].clone();
-							vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 );
-
-							triA.vertexColors[ 1 ].copy( vcm );
-							triB.vertexColors[ 0 ].copy( vcm );
-
-						}
-
-						edge = 0;
-
-					} else if ( dbc >= dab && dbc >= dac ) {
-
-						vm = vb.clone();
-						vm.lerpSelf( vc, 0.5 );
-
-						triA.a = a;
-						triA.b = b;
-						triA.c = m;
-
-						triB.a = m;
-						triB.b = c;
-						triB.c = a;
-
-						if ( face.vertexNormals.length === 3 ) {
-
-							vnm = face.vertexNormals[ 1 ].clone();
-							vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
-
-							triA.vertexNormals[ 2 ].copy( vnm );
-
-							triB.vertexNormals[ 0 ].copy( vnm );
-							triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] );
-							triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] );
-
-						}
-
-						if ( face.vertexColors.length === 3 ) {
-
-							vcm = face.vertexColors[ 1 ].clone();
-							vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
-
-							triA.vertexColors[ 2 ].copy( vcm );
-
-							triB.vertexColors[ 0 ].copy( vcm );
-							triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] );
-							triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] );
-
-						}
-
-						edge = 1;
-
-					} else {
-
-						vm = va.clone();
-						vm.lerpSelf( vc, 0.5 );
-
-						triA.a = a;
-						triA.b = b;
-						triA.c = m;
-
-						triB.a = m;
-						triB.b = b;
-						triB.c = c;
-
-						if ( face.vertexNormals.length === 3 ) {
-
-							vnm = face.vertexNormals[ 0 ].clone();
-							vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
-
-							triA.vertexNormals[ 2 ].copy( vnm );
-							triB.vertexNormals[ 0 ].copy( vnm );
-
-						}
-
-						if ( face.vertexColors.length === 3 ) {
-
-							vcm = face.vertexColors[ 0 ].clone();
-							vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
-
-							triA.vertexColors[ 2 ].copy( vcm );
-							triB.vertexColors[ 0 ].copy( vcm );
-
-						}
-
-						edge = 2;
-
-					}
-
-					faces.push( triA, triB );
-					geometry.vertices.push( vm );
-
-					var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB;
-
-					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-						if ( geometry.faceVertexUvs[ j ].length ) {
-
-							uvs = geometry.faceVertexUvs[ j ][ i ];
-
-							uvA = uvs[ 0 ];
-							uvB = uvs[ 1 ];
-							uvC = uvs[ 2 ];
-
-							// AB
-
-							if ( edge === 0 ) {
-
-								uvM = uvA.clone();
-								uvM.lerpSelf( uvB, 0.5 );
-
-								uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ];
-								uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
-
-							// BC
-
-							} else if ( edge === 1 ) {
-
-								uvM = uvB.clone();
-								uvM.lerpSelf( uvC, 0.5 );
-
-								uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
-								uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ];
-
-							// AC
-
-							} else {
-
-								uvM = uvA.clone();
-								uvM.lerpSelf( uvC, 0.5 );
-
-								uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
-								uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
-
-							}
-
-							faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
-
-						}
-
-					}
-
-				} else {
-
-					faces.push( face );
-
-					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-						faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
-
-					}
-
-				}
-
-			} else {
-
-				a = face.a;
-				b = face.b;
-				c = face.c;
-				d = face.d;
-
-				va = geometry.vertices[ a ];
-				vb = geometry.vertices[ b ];
-				vc = geometry.vertices[ c ];
-				vd = geometry.vertices[ d ];
-
-				dab = va.distanceTo( vb );
-				dbc = vb.distanceTo( vc );
-				dcd = vc.distanceTo( vd );
-				dad = va.distanceTo( vd );
-
-				if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) {
-
-					m1 = geometry.vertices.length;
-					m2 = geometry.vertices.length + 1;
-
-					quadA = face.clone();
-					quadB = face.clone();
-
-					if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) {
-
-						vm1 = va.clone();
-						vm1.lerpSelf( vb, 0.5 );
-
-						vm2 = vc.clone();
-						vm2.lerpSelf( vd, 0.5 );
-
-						quadA.a = a;
-						quadA.b = m1;
-						quadA.c = m2;
-						quadA.d = d;
-
-						quadB.a = m1;
-						quadB.b = b;
-						quadB.c = c;
-						quadB.d = m2;
-
-						if ( face.vertexNormals.length === 4 ) {
-
-							vnm1 = face.vertexNormals[ 0 ].clone();
-							vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
-
-							vnm2 = face.vertexNormals[ 2 ].clone();
-							vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 );
-
-							quadA.vertexNormals[ 1 ].copy( vnm1 );
-							quadA.vertexNormals[ 2 ].copy( vnm2 );
-
-							quadB.vertexNormals[ 0 ].copy( vnm1 );
-							quadB.vertexNormals[ 3 ].copy( vnm2 );
-
-						}
-
-						if ( face.vertexColors.length === 4 ) {
-
-							vcm1 = face.vertexColors[ 0 ].clone();
-							vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 );
-
-							vcm2 = face.vertexColors[ 2 ].clone();
-							vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 );
-
-							quadA.vertexColors[ 1 ].copy( vcm1 );
-							quadA.vertexColors[ 2 ].copy( vcm2 );
-
-							quadB.vertexColors[ 0 ].copy( vcm1 );
-							quadB.vertexColors[ 3 ].copy( vcm2 );
-
-						}
-
-						edge = 0;
-
-					} else {
-
-						vm1 = vb.clone();
-						vm1.lerpSelf( vc, 0.5 );
-
-						vm2 = vd.clone();
-						vm2.lerpSelf( va, 0.5 );
-
-						quadA.a = a;
-						quadA.b = b;
-						quadA.c = m1;
-						quadA.d = m2;
-
-						quadB.a = m2;
-						quadB.b = m1;
-						quadB.c = c;
-						quadB.d = d;
-
-						if ( face.vertexNormals.length === 4 ) {
-
-							vnm1 = face.vertexNormals[ 1 ].clone();
-							vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
-
-							vnm2 = face.vertexNormals[ 3 ].clone();
-							vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 );
-
-							quadA.vertexNormals[ 2 ].copy( vnm1 );
-							quadA.vertexNormals[ 3 ].copy( vnm2 );
-
-							quadB.vertexNormals[ 0 ].copy( vnm2 );
-							quadB.vertexNormals[ 1 ].copy( vnm1 );
-
-						}
-
-						if ( face.vertexColors.length === 4 ) {
-
-							vcm1 = face.vertexColors[ 1 ].clone();
-							vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 );
-
-							vcm2 = face.vertexColors[ 3 ].clone();
-							vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 );
-
-							quadA.vertexColors[ 2 ].copy( vcm1 );
-							quadA.vertexColors[ 3 ].copy( vcm2 );
-
-							quadB.vertexColors[ 0 ].copy( vcm2 );
-							quadB.vertexColors[ 1 ].copy( vcm1 );
-
-						}
-
-						edge = 1;
-
-					}
-
-					faces.push( quadA, quadB );
-					geometry.vertices.push( vm1, vm2 );
-
-					var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB;
-
-					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-						if ( geometry.faceVertexUvs[ j ].length ) {
-
-							uvs = geometry.faceVertexUvs[ j ][ i ];
-
-							uvA = uvs[ 0 ];
-							uvB = uvs[ 1 ];
-							uvC = uvs[ 2 ];
-							uvD = uvs[ 3 ];
-
-							// AB + CD
-
-							if ( edge === 0 ) {
-
-								uvM1 = uvA.clone();
-								uvM1.lerpSelf( uvB, 0.5 );
-
-								uvM2 = uvC.clone();
-								uvM2.lerpSelf( uvD, 0.5 );
-
-								uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ];
-								uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ];
-
-							// BC + AD
-
-							} else {
-
-								uvM1 = uvB.clone();
-								uvM1.lerpSelf( uvC, 0.5 );
-
-								uvM2 = uvD.clone();
-								uvM2.lerpSelf( uvA, 0.5 );
-
-								uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ];
-								uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ];
-
-							}
-
-							faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB );
-
-						}
-
-					}
-
-				} else {
-
-					faces.push( face );
-
-					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
-
-						faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
-
-					}
-
-				}
-
-			}
-
-		}
-
-		geometry.faces = faces;
-		geometry.faceVertexUvs = faceVertexUvs;
-
-	}
-
-};
-
-THREE.GeometryUtils.random = THREE.Math.random16;
-
-THREE.GeometryUtils.__v1 = new THREE.Vector3();
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ImageUtils = {
-
-	crossOrigin: 'anonymous',
-
-	loadTexture: function ( url, mapping, onLoad, onError ) {
-
-		var image = new Image();
-		var texture = new THREE.Texture( image, mapping );
-
-		var loader = new THREE.ImageLoader();
-
-		loader.addEventListener( 'load', function ( event ) {
-
-			texture.image = event.content;
-			texture.needsUpdate = true;
-
-			if ( onLoad ) onLoad( texture );
-
-		} );
-
-		loader.addEventListener( 'error', function ( event ) {
-
-			if ( onError ) onError( event.message );
-
-		} );
-
-		loader.crossOrigin = this.crossOrigin;
-		loader.load( url, image );
-
-		texture.sourceFile = url;
-
-		return texture;
-
-	},
-
-	loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
-
-		var texture = new THREE.CompressedTexture();
-		texture.mapping = mapping;
-
-		var request = new XMLHttpRequest();
-
-		request.onload = function () {
-
-			var buffer = request.response;
-			var dds = THREE.ImageUtils.parseDDS( buffer, true );
-
-			texture.format = dds.format;
-
-			texture.mipmaps = dds.mipmaps;
-			texture.image.width = dds.width;
-			texture.image.height = dds.height;
-
-			// gl.generateMipmap fails for compressed textures
-			// mipmaps must be embedded in the DDS file
-			// or texture filters must not use mipmapping
-
-			texture.generateMipmaps = false;
-
-			texture.needsUpdate = true;
-
-			if ( onLoad ) onLoad( texture );
-
-		}
-
-		request.onerror = onError;
-
-		request.open( 'GET', url, true );
-		request.responseType = "arraybuffer";
-		request.send( null );
-
-		return texture;
-
-	},
-
-	loadTextureCube: function ( array, mapping, onLoad, onError ) {
-
-		var images = [];
-		images.loadCount = 0;
-
-		var texture = new THREE.Texture();
-		texture.image = images;
-		if ( mapping !== undefined ) texture.mapping = mapping;
-
-		// no flipping needed for cube textures
-
-		texture.flipY = false;
-
-		for ( var i = 0, il = array.length; i < il; ++ i ) {
-
-			var cubeImage = new Image();
-			images[ i ] = cubeImage;
-
-			cubeImage.onload = function () {
-
-				images.loadCount += 1;
-
-				if ( images.loadCount === 6 ) {
-
-					texture.needsUpdate = true;
-					if ( onLoad ) onLoad();
-
-				}
-
-			};
-
-			cubeImage.onerror = onError;
-
-			cubeImage.crossOrigin = this.crossOrigin;
-			cubeImage.src = array[ i ];
-
-		}
-
-		return texture;
-
-	},
-
-	loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
-
-		var images = [];
-		images.loadCount = 0;
-
-		var texture = new THREE.CompressedTexture();
-		texture.image = images;
-		if ( mapping !== undefined ) texture.mapping = mapping;
-
-		// no flipping for cube textures
-		// (also flipping doesn't work for compressed textures )
-
-		texture.flipY = false;
-
-		// can't generate mipmaps for compressed textures
-		// mips must be embedded in DDS files
-
-		texture.generateMipmaps = false;
-
-		var generateCubeFaceCallback = function ( rq, img ) {
-
-			return function () {
-
-				var buffer = rq.response;
-				var dds = THREE.ImageUtils.parseDDS( buffer, true );
-
-				img.format = dds.format;
-
-				img.mipmaps = dds.mipmaps;
-				img.width = dds.width;
-				img.height = dds.height;
-
-				images.loadCount += 1;
-
-				if ( images.loadCount === 6 ) {
-
-					texture.format = dds.format;
-					texture.needsUpdate = true;
-					if ( onLoad ) onLoad();
-
-				}
-
-			}
-
-		}
-
-		for ( var i = 0, il = array.length; i < il; ++ i ) {
-
-			var cubeImage = {};
-			images[ i ] = cubeImage;
-
-			var request = new XMLHttpRequest();
-
-			request.onload = generateCubeFaceCallback( request, cubeImage );
-			request.onerror = onError;
-
-			var url = array[ i ];
-
-			request.open( 'GET', url, true );
-			request.responseType = "arraybuffer";
-			request.send( null );
-
-		}
-
-		return texture;
-
-	},
-
-	parseDDS: function ( buffer, loadMipmaps ) {
-
-		var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
-
-		// Adapted from @toji's DDS utils
-		//	https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
-
-		// All values and structures referenced from:
-		// http://msdn.microsoft.com/en-us/library/bb943991.aspx/
-
-		var DDS_MAGIC = 0x20534444;
-
-		var DDSD_CAPS = 0x1,
-			DDSD_HEIGHT = 0x2,
-			DDSD_WIDTH = 0x4,
-			DDSD_PITCH = 0x8,
-			DDSD_PIXELFORMAT = 0x1000,
-			DDSD_MIPMAPCOUNT = 0x20000,
-			DDSD_LINEARSIZE = 0x80000,
-			DDSD_DEPTH = 0x800000;
-
-		var DDSCAPS_COMPLEX = 0x8,
-			DDSCAPS_MIPMAP = 0x400000,
-			DDSCAPS_TEXTURE = 0x1000;
-
-		var DDSCAPS2_CUBEMAP = 0x200,
-			DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
-			DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
-			DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
-			DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
-			DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
-			DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
-			DDSCAPS2_VOLUME = 0x200000;
-
-		var DDPF_ALPHAPIXELS = 0x1,
-			DDPF_ALPHA = 0x2,
-			DDPF_FOURCC = 0x4,
-			DDPF_RGB = 0x40,
-			DDPF_YUV = 0x200,
-			DDPF_LUMINANCE = 0x20000;
-
-		function fourCCToInt32( value ) {
-
-			return value.charCodeAt(0) +
-				(value.charCodeAt(1) << 8) +
-				(value.charCodeAt(2) << 16) +
-				(value.charCodeAt(3) << 24);
-
-		}
-
-		function int32ToFourCC( value ) {
-
-			return String.fromCharCode(
-				value & 0xff,
-				(value >> 8) & 0xff,
-				(value >> 16) & 0xff,
-				(value >> 24) & 0xff
-			);
-		}
-
-		var FOURCC_DXT1 = fourCCToInt32("DXT1");
-		var FOURCC_DXT3 = fourCCToInt32("DXT3");
-		var FOURCC_DXT5 = fourCCToInt32("DXT5");
-
-		var headerLengthInt = 31; // The header length in 32 bit ints
-
-		// Offsets into the header array
-
-		var off_magic = 0;
-
-		var off_size = 1;
-		var off_flags = 2;
-		var off_height = 3;
-		var off_width = 4;
-
-		var off_mipmapCount = 7;
-
-		var off_pfFlags = 20;
-		var off_pfFourCC = 21;
-
-		// Parse header
-
-		var header = new Int32Array( buffer, 0, headerLengthInt );
-
-        if ( header[ off_magic ] !== DDS_MAGIC ) {
-
-            console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
-            return dds;
-
-        }
-
-        if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
-
-            console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
-            return dds;
-
-        }
-
-		var blockBytes;
-
-		var fourCC = header[ off_pfFourCC ];
-
-        switch ( fourCC ) {
-
-			case FOURCC_DXT1:
-
-				blockBytes = 8;
-                dds.format = THREE.RGB_S3TC_DXT1_Format;
-                break;
-
-            case FOURCC_DXT3:
-
-                blockBytes = 16;
-                dds.format = THREE.RGBA_S3TC_DXT3_Format;
-                break;
-
-            case FOURCC_DXT5:
-
-                blockBytes = 16;
-                dds.format = THREE.RGBA_S3TC_DXT5_Format;
-                break;
-
-            default:
-
-                console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
-                return dds;
-
-        }
-
-		dds.mipmapCount = 1;
-
-        if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
-
-            dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
-
-        }
-
-        dds.width = header[ off_width ];
-        dds.height = header[ off_height ];
-
-        var dataOffset = header[ off_size ] + 4;
-
-		// Extract mipmaps buffers
-
-		var width = dds.width;
-		var height = dds.height;
-
-		for ( var i = 0; i < dds.mipmapCount; i ++ ) {
-
-			var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
-			var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
-
-			var mipmap = { "data": byteArray, "width": width, "height": height };
-			dds.mipmaps.push( mipmap );
-
-			dataOffset += dataLength;
-
-			width = Math.max( width * 0.5, 1 );
-			height = Math.max( height * 0.5, 1 );
-
-		}
-
-		return dds;
-
-	},
-
-	getNormalMap: function ( image, depth ) {
-
-		// Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
-
-		var cross = function ( a, b ) {
-
-			return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
-
-		}
-
-		var subtract = function ( a, b ) {
-
-			return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
-
-		}
-
-		var normalize = function ( a ) {
-
-			var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
-			return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
-
-		}
-
-		depth = depth | 1;
-
-		var width = image.width;
-		var height = image.height;
-
-		var canvas = document.createElement( 'canvas' );
-		canvas.width = width;
-		canvas.height = height;
-
-		var context = canvas.getContext( '2d' );
-		context.drawImage( image, 0, 0 );
-
-		var data = context.getImageData( 0, 0, width, height ).data;
-		var imageData = context.createImageData( width, height );
-		var output = imageData.data;
-
-		for ( var x = 0; x < width; x ++ ) {
-
-			for ( var y = 0; y < height; y ++ ) {
-
-				var ly = y - 1 < 0 ? 0 : y - 1;
-				var uy = y + 1 > height - 1 ? height - 1 : y + 1;
-				var lx = x - 1 < 0 ? 0 : x - 1;
-				var ux = x + 1 > width - 1 ? width - 1 : x + 1;
-
-				var points = [];
-				var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
-				points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
-				points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
-				points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
-				points.push( [  1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
-				points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
-				points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
-				points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
-				points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
-
-				var normals = [];
-				var num_points = points.length;
-
-				for ( var i = 0; i < num_points; i ++ ) {
-
-					var v1 = points[ i ];
-					var v2 = points[ ( i + 1 ) % num_points ];
-					v1 = subtract( v1, origin );
-					v2 = subtract( v2, origin );
-					normals.push( normalize( cross( v1, v2 ) ) );
-
-				}
-
-				var normal = [ 0, 0, 0 ];
-
-				for ( var i = 0; i < normals.length; i ++ ) {
-
-					normal[ 0 ] += normals[ i ][ 0 ];
-					normal[ 1 ] += normals[ i ][ 1 ];
-					normal[ 2 ] += normals[ i ][ 2 ];
-
-				}
-
-				normal[ 0 ] /= normals.length;
-				normal[ 1 ] /= normals.length;
-				normal[ 2 ] /= normals.length;
-
-				var idx = ( y * width + x ) * 4;
-
-				output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
-				output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
-				output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
-				output[ idx + 3 ] = 255;
-
-			}
-
-		}
-
-		context.putImageData( imageData, 0, 0 );
-
-		return canvas;
-
-	},
-
-	generateDataTexture: function ( width, height, color ) {
-
-		var size = width * height;
-		var data = new Uint8Array( 3 * size );
-
-		var r = Math.floor( color.r * 255 );
-		var g = Math.floor( color.g * 255 );
-		var b = Math.floor( color.b * 255 );
-
-		for ( var i = 0; i < size; i ++ ) {
-
-			data[ i * 3 ] 	  = r;
-			data[ i * 3 + 1 ] = g;
-			data[ i * 3 + 2 ] = b;
-
-		}
-
-		var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
-		texture.needsUpdate = true;
-
-		return texture;
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SceneUtils = {
-
-	createMultiMaterialObject: function ( geometry, materials ) {
-
-		var group = new THREE.Object3D();
-
-		for ( var i = 0, l = materials.length; i < l; i ++ ) {
-
-			group.add( new THREE.Mesh( geometry, materials[ i ] ) );
-
-		}
-
-		return group;
-
-	},
-
-	detach : function ( child, parent, scene ) {
-
-		child.applyMatrix( parent.matrixWorld );
-		parent.remove( child );
-		scene.add( child );
-
-	},
-
-	attach: function ( child, scene, parent ) {
-
-		var matrixWorldInverse = new THREE.Matrix4();
-		matrixWorldInverse.getInverse( parent.matrixWorld );
-		child.applyMatrix( matrixWorldInverse );
-
-		scene.remove( child );
-		parent.add( child );
-
-	}
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- *
- * ShaderUtils currently contains:
- *
- *	fresnel
- *	normal
- * 	cube
- *
- */
-
-THREE.ShaderUtils = {
-
-	lib: {
-
-		/* -------------------------------------------------------------------------
-		//	Fresnel shader
-		//	- based on Nvidia Cg tutorial
-		 ------------------------------------------------------------------------- */
-
-		'fresnel': {
-
-			uniforms: {
-
-				"mRefractionRatio": { type: "f", value: 1.02 },
-				"mFresnelBias": { type: "f", value: 0.1 },
-				"mFresnelPower": { type: "f", value: 2.0 },
-				"mFresnelScale": { type: "f", value: 1.0 },
-				"tCube": { type: "t", value: null }
-
-			},
-
-			fragmentShader: [
-
-				"uniform samplerCube tCube;",
-
-				"varying vec3 vReflect;",
-				"varying vec3 vRefract[3];",
-				"varying float vReflectionFactor;",
-
-				"void main() {",
-
-					"vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
-					"vec4 refractedColor = vec4( 1.0 );",
-
-					"refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
-					"refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
-					"refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
-
-					"gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
-
-				"}"
-
-			].join("\n"),
-
-			vertexShader: [
-
-				"uniform float mRefractionRatio;",
-				"uniform float mFresnelBias;",
-				"uniform float mFresnelScale;",
-				"uniform float mFresnelPower;",
-
-				"varying vec3 vReflect;",
-				"varying vec3 vRefract[3];",
-				"varying float vReflectionFactor;",
-
-				"void main() {",
-
-					"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
-
-					"vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
-
-					"vec3 I = worldPosition.xyz - cameraPosition;",
-
-					"vReflect = reflect( I, worldNormal );",
-					"vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
-					"vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
-					"vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
-					"vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
-
-					"gl_Position = projectionMatrix * mvPosition;",
-
-				"}"
-
-			].join("\n")
-
-		},
-
-		/* -------------------------------------------------------------------------
-		//	Normal map shader
-		//		- Blinn-Phong
-		//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
-		//		- point and directional lights (use with "lights: true" material option)
-		 ------------------------------------------------------------------------- */
-
-		'normal' : {
-
-			uniforms: THREE.UniformsUtils.merge( [
-
-				THREE.UniformsLib[ "fog" ],
-				THREE.UniformsLib[ "lights" ],
-				THREE.UniformsLib[ "shadowmap" ],
-
-				{
-
-				"enableAO"		  : { type: "i", value: 0 },
-				"enableDiffuse"	  : { type: "i", value: 0 },
-				"enableSpecular"  : { type: "i", value: 0 },
-				"enableReflection": { type: "i", value: 0 },
-				"enableDisplacement": { type: "i", value: 0 },
-
-				"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
-				"tDiffuse"	   : { type: "t", value: null },
-				"tCube"		   : { type: "t", value: null },
-				"tNormal"	   : { type: "t", value: null },
-				"tSpecular"	   : { type: "t", value: null },
-				"tAO"		   : { type: "t", value: null },
-
-				"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-				"uDisplacementBias": { type: "f", value: 0.0 },
-				"uDisplacementScale": { type: "f", value: 1.0 },
-
-				"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
-				"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
-				"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
-				"uShininess": { type: "f", value: 30 },
-				"uOpacity": { type: "f", value: 1 },
-
-				"useRefract": { type: "i", value: 0 },
-				"uRefractionRatio": { type: "f", value: 0.98 },
-				"uReflectivity": { type: "f", value: 0.5 },
-
-				"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
-				"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-
-				}
-
-			] ),
-
-			fragmentShader: [
-
-				"uniform vec3 uAmbientColor;",
-				"uniform vec3 uDiffuseColor;",
-				"uniform vec3 uSpecularColor;",
-				"uniform float uShininess;",
-				"uniform float uOpacity;",
-
-				"uniform bool enableDiffuse;",
-				"uniform bool enableSpecular;",
-				"uniform bool enableAO;",
-				"uniform bool enableReflection;",
-
-				"uniform sampler2D tDiffuse;",
-				"uniform sampler2D tNormal;",
-				"uniform sampler2D tSpecular;",
-				"uniform sampler2D tAO;",
-
-				"uniform samplerCube tCube;",
-
-				"uniform vec2 uNormalScale;",
-
-				"uniform bool useRefract;",
-				"uniform float uRefractionRatio;",
-				"uniform float uReflectivity;",
-
-				"varying vec3 vTangent;",
-				"varying vec3 vBinormal;",
-				"varying vec3 vNormal;",
-				"varying vec2 vUv;",
-
-				"uniform vec3 ambientLightColor;",
-
-				"#if MAX_DIR_LIGHTS > 0",
-
-					"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
-					"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
-				"#endif",
-
-				"#if MAX_HEMI_LIGHTS > 0",
-
-					"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
-					"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
-					"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
-
-				"#endif",
-
-				"#if MAX_POINT_LIGHTS > 0",
-
-					"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
-					"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-					"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-				"#endif",
-
-				"#if MAX_SPOT_LIGHTS > 0",
-
-					"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
-					"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-					"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
-					"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
-					"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
-					"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-
-				"#endif",
-
-				"#ifdef WRAP_AROUND",
-
-					"uniform vec3 wrapRGB;",
-
-				"#endif",
-
-				"varying vec3 vWorldPosition;",
-				"varying vec3 vViewPosition;",
-
-				THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-				THREE.ShaderChunk[ "fog_pars_fragment" ],
-
-				"void main() {",
-
-					"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
-
-					"vec3 specularTex = vec3( 1.0 );",
-
-					"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
-					"normalTex.xy *= uNormalScale;",
-					"normalTex = normalize( normalTex );",
-
-					"if( enableDiffuse ) {",
-
-						"#ifdef GAMMA_INPUT",
-
-							"vec4 texelColor = texture2D( tDiffuse, vUv );",
-							"texelColor.xyz *= texelColor.xyz;",
-
-							"gl_FragColor = gl_FragColor * texelColor;",
-
-						"#else",
-
-							"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
-
-						"#endif",
-
-					"}",
-
-					"if( enableAO ) {",
-
-						"#ifdef GAMMA_INPUT",
-
-							"vec4 aoColor = texture2D( tAO, vUv );",
-							"aoColor.xyz *= aoColor.xyz;",
-
-							"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
-
-						"#else",
-
-							"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
-
-						"#endif",
-
-					"}",
-
-					"if( enableSpecular )",
-						"specularTex = texture2D( tSpecular, vUv ).xyz;",
-
-					"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
-					"vec3 finalNormal = tsb * normalTex;",
-
-					"#ifdef FLIP_SIDED",
-
-						"finalNormal = -finalNormal;",
-
-					"#endif",
-
-					"vec3 normal = normalize( finalNormal );",
-					"vec3 viewPosition = normalize( vViewPosition );",
-
-					// point lights
-
-					"#if MAX_POINT_LIGHTS > 0",
-
-						"vec3 pointDiffuse = vec3( 0.0 );",
-						"vec3 pointSpecular = vec3( 0.0 );",
-
-						"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-							"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-							"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
-
-							"float pointDistance = 1.0;",
-							"if ( pointLightDistance[ i ] > 0.0 )",
-								"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-							"pointVector = normalize( pointVector );",
-
-							// diffuse
-
-							"#ifdef WRAP_AROUND",
-
-								"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
-								"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
-
-								"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
-
-							"#else",
-
-								"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
-
-							"#endif",
-
-							"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
-
-							// specular
-
-							"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
-							"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
-							"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
-
-							"#ifdef PHYSICALLY_BASED_SHADING",
-
-								// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
-								"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
-
-							"#else",
-
-								"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
-
-							"#endif",
-
-						"}",
-
-					"#endif",
-
-					// spot lights
-
-					"#if MAX_SPOT_LIGHTS > 0",
-
-						"vec3 spotDiffuse = vec3( 0.0 );",
-						"vec3 spotSpecular = vec3( 0.0 );",
-
-						"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-							"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-							"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
-
-							"float spotDistance = 1.0;",
-							"if ( spotLightDistance[ i ] > 0.0 )",
-								"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-							"spotVector = normalize( spotVector );",
-
-							"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
-
-							"if ( spotEffect > spotLightAngleCos[ i ] ) {",
-
-								"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
-
-								// diffuse
-
-								"#ifdef WRAP_AROUND",
-
-									"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
-									"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
-
-									"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
-
-								"#else",
-
-									"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
-
-								"#endif",
-
-								"spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
-
-								// specular
-
-								"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
-								"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
-								"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
-
-								"#ifdef PHYSICALLY_BASED_SHADING",
-
-									// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-									"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-									"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
-									"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
-
-								"#else",
-
-									"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
-
-								"#endif",
-
-							"}",
-
-						"}",
-
-					"#endif",
-
-					// directional lights
-
-					"#if MAX_DIR_LIGHTS > 0",
-
-						"vec3 dirDiffuse = vec3( 0.0 );",
-						"vec3 dirSpecular = vec3( 0.0 );",
-
-						"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
-
-							"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
-							"vec3 dirVector = normalize( lDirection.xyz );",
-
-							// diffuse
-
-							"#ifdef WRAP_AROUND",
-
-								"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
-								"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
-
-								"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
-
-							"#else",
-
-								"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
-
-							"#endif",
-
-							"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
-
-							// specular
-
-							"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
-							"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
-							"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
-
-							"#ifdef PHYSICALLY_BASED_SHADING",
-
-								// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
-								"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
-
-							"#else",
-
-								"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
-
-							"#endif",
-
-						"}",
-
-					"#endif",
-
-					// hemisphere lights
-
-					"#if MAX_HEMI_LIGHTS > 0",
-
-						"vec3 hemiDiffuse  = vec3( 0.0 );",
-						"vec3 hemiSpecular = vec3( 0.0 );" ,
-
-						"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
-
-							"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
-							"vec3 lVector = normalize( lDirection.xyz );",
-
-							// diffuse
-
-							"float dotProduct = dot( normal, lVector );",
-							"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-
-							"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
-
-							"hemiDiffuse += uDiffuseColor * hemiColor;",
-
-							// specular (sky light)
-
-
-							"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
-							"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
-							"float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
-
-							// specular (ground light)
-
-							"vec3 lVectorGround = -lVector;",
-
-							"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
-							"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
-							"float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
-
-							"#ifdef PHYSICALLY_BASED_SHADING",
-
-								"float dotProductGround = dot( normal, lVectorGround );",
-
-								// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-								"vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
-								"vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
-								"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
-
-							"#else",
-
-								"hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
-
-							"#endif",
-
-						"}",
-
-					"#endif",
-
-					// all lights contribution summation
-
-					"vec3 totalDiffuse = vec3( 0.0 );",
-					"vec3 totalSpecular = vec3( 0.0 );",
-
-					"#if MAX_DIR_LIGHTS > 0",
-
-						"totalDiffuse += dirDiffuse;",
-						"totalSpecular += dirSpecular;",
-
-					"#endif",
-
-					"#if MAX_HEMI_LIGHTS > 0",
-
-						"totalDiffuse += hemiDiffuse;",
-						"totalSpecular += hemiSpecular;",
-
-					"#endif",
-
-					"#if MAX_POINT_LIGHTS > 0",
-
-						"totalDiffuse += pointDiffuse;",
-						"totalSpecular += pointSpecular;",
-
-					"#endif",
-
-					"#if MAX_SPOT_LIGHTS > 0",
-
-						"totalDiffuse += spotDiffuse;",
-						"totalSpecular += spotSpecular;",
-
-					"#endif",
-
-					"#ifdef METAL",
-
-						"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
-
-					"#else",
-
-						"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
-
-					"#endif",
-
-					"if ( enableReflection ) {",
-
-						"vec3 vReflect;",
-						"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
-
-						"if ( useRefract ) {",
-
-							"vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
-
-						"} else {",
-
-							"vReflect = reflect( cameraToVertex, normal );",
-
-						"}",
-
-						"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
-
-						"#ifdef GAMMA_INPUT",
-
-							"cubeColor.xyz *= cubeColor.xyz;",
-
-						"#endif",
-
-						"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
-
-					"}",
-
-					THREE.ShaderChunk[ "shadowmap_fragment" ],
-					THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-					THREE.ShaderChunk[ "fog_fragment" ],
-
-				"}"
-
-			].join("\n"),
-
-			vertexShader: [
-
-				"attribute vec4 tangent;",
-
-				"uniform vec2 uOffset;",
-				"uniform vec2 uRepeat;",
-
-				"uniform bool enableDisplacement;",
-
-				"#ifdef VERTEX_TEXTURES",
-
-					"uniform sampler2D tDisplacement;",
-					"uniform float uDisplacementScale;",
-					"uniform float uDisplacementBias;",
-
-				"#endif",
-
-				"varying vec3 vTangent;",
-				"varying vec3 vBinormal;",
-				"varying vec3 vNormal;",
-				"varying vec2 vUv;",
-
-				"varying vec3 vWorldPosition;",
-				"varying vec3 vViewPosition;",
-
-				THREE.ShaderChunk[ "skinning_pars_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-				"void main() {",
-
-					THREE.ShaderChunk[ "skinbase_vertex" ],
-					THREE.ShaderChunk[ "skinnormal_vertex" ],
-
-					// normal, tangent and binormal vectors
-
-					"#ifdef USE_SKINNING",
-
-						"vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
-
-						"vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
-						"vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
-
-					"#else",
-
-						"vNormal = normalize( normalMatrix * normal );",
-						"vTangent = normalize( normalMatrix * tangent.xyz );",
-
-					"#endif",
-
-					"vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
-
-					"vUv = uv * uRepeat + uOffset;",
-
-					// displacement mapping
-
-					"vec3 displacedPosition;",
-
-					"#ifdef VERTEX_TEXTURES",
-
-						"if ( enableDisplacement ) {",
-
-							"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
-							"float df = uDisplacementScale * dv.x + uDisplacementBias;",
-							"displacedPosition = position + normalize( normal ) * df;",
-
-						"} else {",
-
-							"#ifdef USE_SKINNING",
-
-								"vec4 skinVertex = vec4( position, 1.0 );",
-
-								"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
-								"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
-
-								"displacedPosition  = skinned.xyz;",
-
-							"#else",
-
-								"displacedPosition = position;",
-
-							"#endif",
-
-						"}",
-
-					"#else",
-
-						"#ifdef USE_SKINNING",
-
-							"vec4 skinVertex = vec4( position, 1.0 );",
-
-							"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
-							"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
-
-							"displacedPosition  = skinned.xyz;",
-
-						"#else",
-
-							"displacedPosition = position;",
-
-						"#endif",
-
-					"#endif",
-
-					//
-
-					"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
-					"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
-
-					"gl_Position = projectionMatrix * mvPosition;",
-
-					//
-
-					"vWorldPosition = worldPosition.xyz;",
-					"vViewPosition = -mvPosition.xyz;",
-
-					// shadows
-
-					"#ifdef USE_SHADOWMAP",
-
-						"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
-
-							"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
-
-						"}",
-
-					"#endif",
-
-				"}"
-
-			].join("\n")
-
-		},
-
-		/* -------------------------------------------------------------------------
-		//	Cube map shader
-		 ------------------------------------------------------------------------- */
-
-		'cube': {
-
-			uniforms: { "tCube": { type: "t", value: null },
-						"tFlip": { type: "f", value: -1 } },
-
-			vertexShader: [
-
-				"varying vec3 vWorldPosition;",
-
-				"void main() {",
-
-					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
-					"vWorldPosition = worldPosition.xyz;",
-
-					"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
-				"}"
-
-			].join("\n"),
-
-			fragmentShader: [
-
-				"uniform samplerCube tCube;",
-				"uniform float tFlip;",
-
-				"varying vec3 vWorldPosition;",
-
-				"void main() {",
-
-					"gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
-
-				"}"
-
-			].join("\n")
-
-		}
-
-	}
-
-};
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For Text operations in three.js (See TextGeometry)
- *
- * It uses techniques used in:
- *
- * 	typeface.js and canvastext
- * 		For converting fonts and rendering with javascript
- *		http://typeface.neocracy.org
- *
- *	Triangulation ported from AS3
- *		Simple Polygon Triangulation
- *		http://actionsnippet.com/?p=1462
- *
- * 	A Method to triangulate shapes with holes
- *		http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
- *
- */
-
-THREE.FontUtils = {
-
-	faces : {},
-
-	// Just for now. face[weight][style]
-
-	face : "helvetiker",
-	weight: "normal",
-	style : "normal",
-	size : 150,
-	divisions : 10,
-
-	getFace : function() {
-
-		return this.faces[ this.face ][ this.weight ][ this.style ];
-
-	},
-
-	loadFace : function( data ) {
-
-		var family = data.familyName.toLowerCase();
-
-		var ThreeFont = this;
-
-		ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
-
-		ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
-		ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
-
-		var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
-
-		return data;
-
-	},
-
-	drawText : function( text ) {
-
-		var characterPts = [], allPts = [];
-
-		// RenderText
-
-		var i, p,
-			face = this.getFace(),
-			scale = this.size / face.resolution,
-			offset = 0,
-			chars = String( text ).split( '' ),
-			length = chars.length;
-
-		var fontPaths = [];
-
-		for ( i = 0; i < length; i ++ ) {
-
-			var path = new THREE.Path();
-
-			var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
-			offset += ret.offset;
-
-			fontPaths.push( ret.path );
-
-		}
-
-		// get the width
-
-		var width = offset / 2;
-		//
-		// for ( p = 0; p < allPts.length; p++ ) {
-		//
-		// 	allPts[ p ].x -= width;
-		//
-		// }
-
-		//var extract = this.extractPoints( allPts, characterPts );
-		//extract.contour = allPts;
-
-		//extract.paths = fontPaths;
-		//extract.offset = width;
-
-		return { paths : fontPaths, offset : width };
-
-	},
-
-
-
-
-	extractGlyphPoints : function( c, face, scale, offset, path ) {
-
-		var pts = [];
-
-		var i, i2, divisions,
-			outline, action, length,
-			scaleX, scaleY,
-			x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
-			laste,
-			glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
-
-		if ( !glyph ) return;
-
-		if ( glyph.o ) {
-
-			outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
-			length = outline.length;
-
-			scaleX = scale;
-			scaleY = scale;
-
-			for ( i = 0; i < length; ) {
-
-				action = outline[ i ++ ];
-
-				//console.log( action );
-
-				switch( action ) {
-
-				case 'm':
-
-					// Move To
-
-					x = outline[ i++ ] * scaleX + offset;
-					y = outline[ i++ ] * scaleY;
-
-					path.moveTo( x, y );
-					break;
-
-				case 'l':
-
-					// Line To
-
-					x = outline[ i++ ] * scaleX + offset;
-					y = outline[ i++ ] * scaleY;
-					path.lineTo(x,y);
-					break;
-
-				case 'q':
-
-					// QuadraticCurveTo
-
-					cpx  = outline[ i++ ] * scaleX + offset;
-					cpy  = outline[ i++ ] * scaleY;
-					cpx1 = outline[ i++ ] * scaleX + offset;
-					cpy1 = outline[ i++ ] * scaleY;
-
-					path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
-
-					laste = pts[ pts.length - 1 ];
-
-					if ( laste ) {
-
-						cpx0 = laste.x;
-						cpy0 = laste.y;
-
-						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
-
-							var t = i2 / divisions;
-							var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
-							var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
-					  }
-
-				  }
-
-				  break;
-
-				case 'b':
-
-					// Cubic Bezier Curve
-
-					cpx  = outline[ i++ ] *  scaleX + offset;
-					cpy  = outline[ i++ ] *  scaleY;
-					cpx1 = outline[ i++ ] *  scaleX + offset;
-					cpy1 = outline[ i++ ] * -scaleY;
-					cpx2 = outline[ i++ ] *  scaleX + offset;
-					cpy2 = outline[ i++ ] * -scaleY;
-
-					path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
-
-					laste = pts[ pts.length - 1 ];
-
-					if ( laste ) {
-
-						cpx0 = laste.x;
-						cpy0 = laste.y;
-
-						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
-
-							var t = i2 / divisions;
-							var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
-							var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
-
-						}
-
-					}
-
-					break;
-
-				}
-
-			}
-		}
-
-
-
-		return { offset: glyph.ha*scale, path:path};
-	}
-
-};
-
-
-THREE.FontUtils.generateShapes = function( text, parameters ) {
-
-	// Parameters 
-
-	parameters = parameters || {};
-
-	var size = parameters.size !== undefined ? parameters.size : 100;
-	var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
-
-	var font = parameters.font !== undefined ? parameters.font : "helvetiker";
-	var weight = parameters.weight !== undefined ? parameters.weight : "normal";
-	var style = parameters.style !== undefined ? parameters.style : "normal";
-
-	THREE.FontUtils.size = size;
-	THREE.FontUtils.divisions = curveSegments;
-
-	THREE.FontUtils.face = font;
-	THREE.FontUtils.weight = weight;
-	THREE.FontUtils.style = style;
-
-	// Get a Font data json object
-
-	var data = THREE.FontUtils.drawText( text );
-
-	var paths = data.paths;
-	var shapes = [];
-
-	for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
-
-		Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
-
-	}
-
-	return shapes;
-
-};
-
-
-/**
- * This code is a quick port of code written in C++ which was submitted to
- * flipcode.com by John W. Ratcliff  // July 22, 2000
- * See original code and more information here:
- * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
- *
- * ported to actionscript by Zevan Rosser
- * www.actionsnippet.com
- *
- * ported to javascript by Joshua Koo
- * http://www.lab4games.net/zz85/blog
- *
- */
-
-
-( function( namespace ) {
-
-	var EPSILON = 0.0000000001;
-
-	// takes in an contour array and returns
-
-	var process = function( contour, indices ) {
-
-		var n = contour.length;
-
-		if ( n < 3 ) return null;
-
-		var result = [],
-			verts = [],
-			vertIndices = [];
-
-		/* we want a counter-clockwise polygon in verts */
-
-		var u, v, w;
-
-		if ( area( contour ) > 0.0 ) {
-
-			for ( v = 0; v < n; v++ ) verts[ v ] = v;
-
-		} else {
-
-			for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
-
-		}
-
-		var nv = n;
-
-		/*  remove nv - 2 vertices, creating 1 triangle every time */
-
-		var count = 2 * nv;   /* error detection */
-
-		for( v = nv - 1; nv > 2; ) {
-
-			/* if we loop, it is probably a non-simple polygon */
-
-			if ( ( count-- ) <= 0 ) {
-
-				//** Triangulate: ERROR - probable bad polygon!
-
-				//throw ( "Warning, unable to triangulate polygon!" );
-				//return null;
-				// Sometimes warning is fine, especially polygons are triangulated in reverse.
-				console.log( "Warning, unable to triangulate polygon!" );
-
-				if ( indices ) return vertIndices;
-				return result;
-
-			}
-
-			/* three consecutive vertices in current polygon, <u,v,w> */
-
-			u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
-			v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
-			w = v + 1;  if ( nv <= w ) w = 0;     /* next     */
-
-			if ( snip( contour, u, v, w, nv, verts ) ) {
-
-				var a, b, c, s, t;
-
-				/* true names of the vertices */
-
-				a = verts[ u ];
-				b = verts[ v ];
-				c = verts[ w ];
-
-				/* output Triangle */
-
-				/*
-				result.push( contour[ a ] );
-				result.push( contour[ b ] );
-				result.push( contour[ c ] );
-				*/
-				result.push( [ contour[ a ],
-					contour[ b ],
-					contour[ c ] ] );
-
-
-				vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
-
-				/* remove v from the remaining polygon */
-
-				for( s = v, t = v + 1; t < nv; s++, t++ ) {
-
-					verts[ s ] = verts[ t ];
-
-				}
-
-				nv--;
-
-				/* reset error detection counter */
-
-				count = 2 * nv;
-
-			}
-
-		}
-
-		if ( indices ) return vertIndices;
-		return result;
-
-	};
-
-	// calculate area of the contour polygon
-
-	var area = function ( contour ) {
-
-		var n = contour.length;
-		var a = 0.0;
-
-		for( var p = n - 1, q = 0; q < n; p = q++ ) {
-
-			a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
-
-		}
-
-		return a * 0.5;
-
-	};
-
-	// see if p is inside triangle abc
-
-	var insideTriangle = function( ax, ay,
-								   bx, by,
-								   cx, cy,
-								   px, py ) {
-
-		  var aX, aY, bX, bY;
-		  var cX, cY, apx, apy;
-		  var bpx, bpy, cpx, cpy;
-		  var cCROSSap, bCROSScp, aCROSSbp;
-
-		  aX = cx - bx;  aY = cy - by;
-		  bX = ax - cx;  bY = ay - cy;
-		  cX = bx - ax;  cY = by - ay;
-		  apx= px  -ax;  apy= py - ay;
-		  bpx= px - bx;  bpy= py - by;
-		  cpx= px - cx;  cpy= py - cy;
-
-		  aCROSSbp = aX*bpy - aY*bpx;
-		  cCROSSap = cX*apy - cY*apx;
-		  bCROSScp = bX*cpy - bY*cpx;
-
-		  return ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) );
-
-	};
-
-
-	var snip = function ( contour, u, v, w, n, verts ) {
-
-		var p;
-		var ax, ay, bx, by;
-		var cx, cy, px, py;
-
-		ax = contour[ verts[ u ] ].x;
-		ay = contour[ verts[ u ] ].y;
-
-		bx = contour[ verts[ v ] ].x;
-		by = contour[ verts[ v ] ].y;
-
-		cx = contour[ verts[ w ] ].x;
-		cy = contour[ verts[ w ] ].y;
-
-		if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
-
-			for ( p = 0; p < n; p++ ) {
-
-				if( (p == u) || (p == v) || (p == w) ) continue;
-
-				px = contour[ verts[ p ] ].x
-				py = contour[ verts[ p ] ].y
-
-				if ( insideTriangle( ax, ay, bx, by, cx, cy, px, py ) ) return false;
-
-		  }
-
-		  return true;
-
-	};
-
-
-	namespace.Triangulate = process;
-	namespace.Triangulate.area = area;
-
-	return namespace;
-
-})(THREE.FontUtils);
-
-// To use the typeface.js face files, hook up the API
-self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Extensible curve object
- * 
- * Some common of Curve methods
- * .getPoint(t), getTangent(t)
- * .getPointAt(u), getTagentAt(u)
- * .getPoints(), .getSpacedPoints()
- * .getLength()
- * .updateArcLengths()
- *
- * This file contains following classes:
- *
- * -- 2d classes --
- * THREE.Curve
- * THREE.LineCurve
- * THREE.QuadraticBezierCurve
- * THREE.CubicBezierCurve
- * THREE.SplineCurve
- * THREE.ArcCurve
- * THREE.EllipseCurve
- *
- * -- 3d classes --
- * THREE.LineCurve3
- * THREE.QuadraticBezierCurve3
- * THREE.CubicBezierCurve3
- * THREE.SplineCurve3
- * THREE.ClosedSplineCurve3
- *
- * A series of curves can be represented as a THREE.CurvePath
- *
- **/
-
-/**************************************************************
- *	Abstract Curve base class
- **************************************************************/
-
-THREE.Curve = function () {
-
-};
-
-// Virtual base class method to overwrite and implement in subclasses
-//	- t [0 .. 1]
-
-THREE.Curve.prototype.getPoint = function ( t ) {
-
-	console.log( "Warning, getPoint() not implemented!" );
-	return null;
-
-};
-
-// Get point at relative position in curve according to arc length
-// - u [0 .. 1]
-
-THREE.Curve.prototype.getPointAt = function ( u ) {
-
-	var t = this.getUtoTmapping( u );
-	return this.getPoint( t );
-
-};
-
-// Get sequence of points using getPoint( t )
-
-THREE.Curve.prototype.getPoints = function ( divisions ) {
-
-	if ( !divisions ) divisions = 5;
-
-	var d, pts = [];
-
-	for ( d = 0; d <= divisions; d ++ ) {
-
-		pts.push( this.getPoint( d / divisions ) );
-
-	}
-
-	return pts;
-
-};
-
-// Get sequence of points using getPointAt( u )
-
-THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
-
-	if ( !divisions ) divisions = 5;
-
-	var d, pts = [];
-
-	for ( d = 0; d <= divisions; d ++ ) {
-
-		pts.push( this.getPointAt( d / divisions ) );
-
-	}
-
-	return pts;
-
-};
-
-// Get total curve arc length
-
-THREE.Curve.prototype.getLength = function () {
-
-	var lengths = this.getLengths();
-	return lengths[ lengths.length - 1 ];
-
-};
-
-// Get list of cumulative segment lengths
-
-THREE.Curve.prototype.getLengths = function ( divisions ) {
-
-	if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
-
-	if ( this.cacheArcLengths 
-		&& ( this.cacheArcLengths.length == divisions + 1 ) 
-		&& !this.needsUpdate) {
-
-		//console.log( "cached", this.cacheArcLengths );
-		return this.cacheArcLengths;
-
-	}
-
-	this.needsUpdate = false;
-
-	var cache = [];
-	var current, last = this.getPoint( 0 );
-	var p, sum = 0;
-
-	cache.push( 0 );
-
-	for ( p = 1; p <= divisions; p ++ ) {
-
-		current = this.getPoint ( p / divisions );
-		sum += current.distanceTo( last );
-		cache.push( sum );
-		last = current;
-
-	}
-
-	this.cacheArcLengths = cache;
-
-	return cache; // { sums: cache, sum:sum }; Sum is in the last element.
-
-};
-
-
-THREE.Curve.prototype.updateArcLengths = function() {
-	this.needsUpdate = true;
-	this.getLengths();
-};
-
-// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
-
-THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
-
-	var arcLengths = this.getLengths();
-
-	var i = 0, il = arcLengths.length;
-
-	var targetArcLength; // The targeted u distance value to get
-
-	if ( distance ) {
-
-		targetArcLength = distance;
-
-	} else {
-
-		targetArcLength = u * arcLengths[ il - 1 ];
-
-	}
-
-	//var time = Date.now();
-
-	// binary search for the index with largest value smaller than target u distance
-
-	var low = 0, high = il - 1, comparison;
-
-	while ( low <= high ) {
-
-		i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
-
-		comparison = arcLengths[ i ] - targetArcLength;
-
-		if ( comparison < 0 ) {
-
-			low = i + 1;
-			continue;
-
-		} else if ( comparison > 0 ) {
-
-			high = i - 1;
-			continue;
-
-		} else {
-
-			high = i;
-			break;
-
-			// DONE
-
-		}
-
-	}
-
-	i = high;
-
-	//console.log('b' , i, low, high, Date.now()- time);
-
-	if ( arcLengths[ i ] == targetArcLength ) {
-
-		var t = i / ( il - 1 );
-		return t;
-
-	}
-
-	// we could get finer grain at lengths, or use simple interpolatation between two points
-
-	var lengthBefore = arcLengths[ i ];
-    var lengthAfter = arcLengths[ i + 1 ];
-
-    var segmentLength = lengthAfter - lengthBefore;
-
-    // determine where we are between the 'before' and 'after' points
-
-    var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
-
-    // add that fractional amount to t
-
-    var t = ( i + segmentFraction ) / ( il -1 );
-
-	return t;
-
-};
-
-
-// In 2D space, there are actually 2 normal vectors,
-// and in 3D space, infinte
-// TODO this should be depreciated.
-THREE.Curve.prototype.getNormalVector = function( t ) {
-
-	var vec = this.getTangent( t );
-
-	return new THREE.Vector2( -vec.y , vec.x );
-
-};
-
-// Returns a unit vector tangent at t
-// In case any sub curve does not implement its tangent / normal finding,
-// we get 2 points with a small delta and find a gradient of the 2 points
-// which seems to make a reasonable approximation
-
-THREE.Curve.prototype.getTangent = function( t ) {
-
-	var delta = 0.0001;
-	var t1 = t - delta;
-	var t2 = t + delta;
-
-	// Capping in case of danger
-
-	if ( t1 < 0 ) t1 = 0;
-	if ( t2 > 1 ) t2 = 1;
-
-	var pt1 = this.getPoint( t1 );
-	var pt2 = this.getPoint( t2 );
-	
-	var vec = pt2.clone().subSelf(pt1);
-	return vec.normalize();
-
-};
-
-
-THREE.Curve.prototype.getTangentAt = function ( u ) {
-
-	var t = this.getUtoTmapping( u );
-	return this.getTangent( t );
-
-};
-
-/**************************************************************
- *	Line
- **************************************************************/
-
-THREE.LineCurve = function ( v1, v2 ) {
-
-	this.v1 = v1;
-	this.v2 = v2;
-
-};
-
-THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.LineCurve.prototype.getPoint = function ( t ) {
-
-	var point = this.v2.clone().subSelf(this.v1);
-	point.multiplyScalar( t ).addSelf( this.v1 );
-
-	return point;
-
-};
-
-// Line curve is linear, so we can overwrite default getPointAt
-
-THREE.LineCurve.prototype.getPointAt = function ( u ) {
-
-	return this.getPoint( u );
-
-};
-
-THREE.LineCurve.prototype.getTangent = function( t ) {
-
-	var tangent = this.v2.clone().subSelf(this.v1);
-
-	return tangent.normalize();
-
-};
-
-/**************************************************************
- *	Quadratic Bezier curve
- **************************************************************/
-
-
-THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
-
-	this.v0 = v0;
-	this.v1 = v1;
-	this.v2 = v2;
-
-};
-
-THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
-
-
-THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
-
-	var tx, ty;
-
-	tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
-	ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
-
-	return new THREE.Vector2( tx, ty );
-
-};
-
-
-THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
-
-	var tx, ty;
-
-	tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
-	ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
-
-	// returns unit vector
-
-	var tangent = new THREE.Vector2( tx, ty );
-	tangent.normalize();
-
-	return tangent;
-
-};
-
-
-/**************************************************************
- *	Cubic Bezier curve
- **************************************************************/
-
-THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
-
-	this.v0 = v0;
-	this.v1 = v1;
-	this.v2 = v2;
-	this.v3 = v3;
-
-};
-
-THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
-
-	var tx, ty;
-
-	tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
-	ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
-
-	return new THREE.Vector2( tx, ty );
-
-};
-
-THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
-
-	var tx, ty;
-
-	tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
-	ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
-
-	var tangent = new THREE.Vector2( tx, ty );
-	tangent.normalize();
-
-	return tangent;
-
-};
-
-
-/**************************************************************
- *	Spline curve
- **************************************************************/
-
-THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
-
-	this.points = (points == undefined) ? [] : points;
-
-};
-
-THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.SplineCurve.prototype.getPoint = function ( t ) {
-
-	var v = new THREE.Vector2();
-	var c = [];
-	var points = this.points, point, intPoint, weight;
-	point = ( points.length - 1 ) * t;
-
-	intPoint = Math.floor( point );
-	weight = point - intPoint;
-
-	c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
-	c[ 1 ] = intPoint;
-	c[ 2 ] = intPoint  > points.length - 2 ? points.length -1 : intPoint + 1;
-	c[ 3 ] = intPoint  > points.length - 3 ? points.length -1 : intPoint + 2;
-
-	v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
-	v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
-
-	return v;
-
-};
-
-/**************************************************************
- *	Ellipse curve
- **************************************************************/
-
-THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
-							aStartAngle, aEndAngle,
-							aClockwise ) {
-
-	this.aX = aX;
-	this.aY = aY;
-
-	this.xRadius = xRadius;
-	this.yRadius = yRadius;
-
-	this.aStartAngle = aStartAngle;
-	this.aEndAngle = aEndAngle;
-
-	this.aClockwise = aClockwise;
-
-};
-
-THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.EllipseCurve.prototype.getPoint = function ( t ) {
-
-	var deltaAngle = this.aEndAngle - this.aStartAngle;
-
-	if ( !this.aClockwise ) {
-
-		t = 1 - t;
-
-	}
-
-	var angle = this.aStartAngle + t * deltaAngle;
-
-	var tx = this.aX + this.xRadius * Math.cos( angle );
-	var ty = this.aY + this.yRadius * Math.sin( angle );
-
-	return new THREE.Vector2( tx, ty );
-
-};
-
-/**************************************************************
- *	Arc curve
- **************************************************************/
-
-THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
-
-	THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
-};
-
-THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
-
-
-/**************************************************************
- *	Utils
- **************************************************************/
-
-THREE.Curve.Utils = {
-
-	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
-
-		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
-
-	},
-
-	// Puay Bing, thanks for helping with this derivative!
-
-	tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
-
-		return -3 * p0 * (1 - t) * (1 - t)  +
-			3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
-			6 * t *  p2 * (1-t) - 3 * t * t * p2 +
-			3 * t * t * p3;
-	},
-
-
-	tangentSpline: function ( t, p0, p1, p2, p3 ) {
-
-		// To check if my formulas are correct
-
-		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
-		var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
-		var h01 = -6 * t * t + 6 * t; 	// − 2t3 + 3t2
-		var h11 = 3 * t * t - 2 * t;	// t3 − t2
-
-		return h00 + h10 + h01 + h11;
-
-	},
-
-	// Catmull-Rom
-
-	interpolate: function( p0, p1, p2, p3, t ) {
-
-		var v0 = ( p2 - p0 ) * 0.5;
-		var v1 = ( p3 - p1 ) * 0.5;
-		var t2 = t * t;
-		var t3 = t * t2;
-		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
-	}
-
-};
-
-
-// TODO: Transformation for Curves?
-
-/**************************************************************
- *	3D Curves
- **************************************************************/
-
-// A Factory method for creating new curve subclasses
-
-THREE.Curve.create = function ( constructor, getPointFunc ) {
-
-	constructor.prototype = Object.create( THREE.Curve.prototype );
-	constructor.prototype.getPoint = getPointFunc;
-
-	return constructor;
-
-};
-
-
-/**************************************************************
- *	Line3D
- **************************************************************/
-
-THREE.LineCurve3 = THREE.Curve.create(
-
-	function ( v1, v2 ) {
-
-		this.v1 = v1;
-		this.v2 = v2;
-
-	},
-
-	function ( t ) {
-
-		var r = new THREE.Vector3();
-
-
-		r.sub( this.v2, this.v1 ); // diff
-		r.multiplyScalar( t );
-		r.addSelf( this.v1 );
-
-		return r;
-
-	}
-
-);
-
-
-/**************************************************************
- *	Quadratic Bezier 3D curve
- **************************************************************/
-
-THREE.QuadraticBezierCurve3 = THREE.Curve.create(
-
-	function ( v0, v1, v2 ) {
-
-		this.v0 = v0;
-		this.v1 = v1;
-		this.v2 = v2;
-
-	},
-
-	function ( t ) {
-
-		var tx, ty, tz;
-
-		tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
-		ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
-		tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
-
-		return new THREE.Vector3( tx, ty, tz );
-
-	}
-
-);
-
-
-
-/**************************************************************
- *	Cubic Bezier 3D curve
- **************************************************************/
-
-THREE.CubicBezierCurve3 = THREE.Curve.create(
-
-	function ( v0, v1, v2, v3 ) {
-
-		this.v0 = v0;
-		this.v1 = v1;
-		this.v2 = v2;
-		this.v3 = v3;
-
-	},
-
-	function ( t ) {
-
-		var tx, ty, tz;
-
-		tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
-		ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
-		tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
-
-		return new THREE.Vector3( tx, ty, tz );
-
-	}
-
-);
-
-
-
-/**************************************************************
- *	Spline 3D curve
- **************************************************************/
-
-
-THREE.SplineCurve3 = THREE.Curve.create(
-
-	function ( points /* array of Vector3 */) {
-
-		this.points = (points == undefined) ? [] : points;
-
-	},
-
-	function ( t ) {
-
-		var v = new THREE.Vector3();
-		var c = [];
-		var points = this.points, point, intPoint, weight;
-		point = ( points.length - 1 ) * t;
-
-		intPoint = Math.floor( point );
-		weight = point - intPoint;
-
-		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
-		c[ 1 ] = intPoint;
-		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
-		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;
-
-		var pt0 = points[ c[0] ],
-			pt1 = points[ c[1] ],
-			pt2 = points[ c[2] ],
-			pt3 = points[ c[3] ];
-
-		v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
-		v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
-		v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
-
-		return v;
-
-	}
-
-);
-
-
-// THREE.SplineCurve3.prototype.getTangent = function(t) {
-// 		var v = new THREE.Vector3();
-// 		var c = [];
-// 		var points = this.points, point, intPoint, weight;
-// 		point = ( points.length - 1 ) * t;
-
-// 		intPoint = Math.floor( point );
-// 		weight = point - intPoint;
-
-// 		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
-// 		c[ 1 ] = intPoint;
-// 		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
-// 		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;
-
-// 		var pt0 = points[ c[0] ],
-// 			pt1 = points[ c[1] ],
-// 			pt2 = points[ c[2] ],
-// 			pt3 = points[ c[3] ];
-
-// 	// t = weight;
-// 	v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
-// 	v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
-// 	v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
-
-// 	return v;
-		
-// }
-
-/**************************************************************
- *	Closed Spline 3D curve
- **************************************************************/
-
-
-THREE.ClosedSplineCurve3 = THREE.Curve.create(
-
-	function ( points /* array of Vector3 */) {
-
-		this.points = (points == undefined) ? [] : points;
-
-	},
-
-    function ( t ) {
-
-        var v = new THREE.Vector3();
-        var c = [];
-        var points = this.points, point, intPoint, weight;
-        point = ( points.length - 0 ) * t;
-            // This needs to be from 0-length +1
-
-        intPoint = Math.floor( point );
-        weight = point - intPoint;
-            
-        intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
-        c[ 0 ] = ( intPoint - 1 ) % points.length;
-        c[ 1 ] = ( intPoint ) % points.length;
-        c[ 2 ] = ( intPoint + 1 ) % points.length;
-        c[ 3 ] = ( intPoint + 2 ) % points.length;
-
-        v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
-        v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
-        v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
-        
-        return v;
-
-    }
-
-);
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- **/
-
-/**************************************************************
- *	Curved Path - a curve path is simply a array of connected
- *  curves, but retains the api of a curve
- **************************************************************/
-
-THREE.CurvePath = function () {
-
-	this.curves = [];
-	this.bends = [];
-	
-	this.autoClose = false; // Automatically closes the path
-};
-
-THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.CurvePath.prototype.add = function ( curve ) {
-
-	this.curves.push( curve );
-
-};
-
-THREE.CurvePath.prototype.checkConnection = function() {
-	// TODO
-	// If the ending of curve is not connected to the starting
-	// or the next curve, then, this is not a real path
-};
-
-THREE.CurvePath.prototype.closePath = function() {
-	// TODO Test
-	// and verify for vector3 (needs to implement equals)
-	// Add a line curve if start and end of lines are not connected
-	var startPoint = this.curves[0].getPoint(0);
-	var endPoint = this.curves[this.curves.length-1].getPoint(1);
-	
-	if (!startPoint.equals(endPoint)) {
-		this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
-	}
-	
-};
-
-// To get accurate point with reference to
-// entire path distance at time t,
-// following has to be done:
-
-// 1. Length of each sub path have to be known
-// 2. Locate and identify type of curve
-// 3. Get t for the curve
-// 4. Return curve.getPointAt(t')
-
-THREE.CurvePath.prototype.getPoint = function( t ) {
-
-	var d = t * this.getLength();
-	var curveLengths = this.getCurveLengths();
-	var i = 0, diff, curve;
-
-	// To think about boundaries points.
-
-	while ( i < curveLengths.length ) {
-
-		if ( curveLengths[ i ] >= d ) {
-
-			diff = curveLengths[ i ] - d;
-			curve = this.curves[ i ];
-
-			var u = 1 - diff / curve.getLength();
-
-			return curve.getPointAt( u );
-
-			break;
-		}
-
-		i ++;
-
-	}
-
-	return null;
-
-	// loop where sum != 0, sum > d , sum+1 <d
-
-};
-
-/*
-THREE.CurvePath.prototype.getTangent = function( t ) {
-};*/
-
-
-// We cannot use the default THREE.Curve getPoint() with getLength() because in
-// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
-// getPoint() depends on getLength
-
-THREE.CurvePath.prototype.getLength = function() {
-
-	var lens = this.getCurveLengths();
-	return lens[ lens.length - 1 ];
-
-};
-
-// Compute lengths and cache them
-// We cannot overwrite getLengths() because UtoT mapping uses it.
-
-THREE.CurvePath.prototype.getCurveLengths = function() {
-
-	// We use cache values if curves and cache array are same length
-
-	if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
-
-		return this.cacheLengths;
-
-	};
-
-	// Get length of subsurve
-	// Push sums into cached array
-
-	var lengths = [], sums = 0;
-	var i, il = this.curves.length;
-
-	for ( i = 0; i < il; i ++ ) {
-
-		sums += this.curves[ i ].getLength();
-		lengths.push( sums );
-
-	}
-
-	this.cacheLengths = lengths;
-
-	return lengths;
-
-};
-
-
-
-// Returns min and max coordinates, as well as centroid
-
-THREE.CurvePath.prototype.getBoundingBox = function () {
-
-	var points = this.getPoints();
-
-	var maxX, maxY, maxZ;
-	var minX, minY, minZ;
-
-	maxX = maxY = Number.NEGATIVE_INFINITY;
-	minX = minY = Number.POSITIVE_INFINITY;
-
-	var p, i, il, sum;
-
-	var v3 = points[0] instanceof THREE.Vector3;
-
-	sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
-
-	for ( i = 0, il = points.length; i < il; i ++ ) {
-
-		p = points[ i ];
-
-		if ( p.x > maxX ) maxX = p.x;
-		else if ( p.x < minX ) minX = p.x;
-
-		if ( p.y > maxY ) maxY = p.y;
-		else if ( p.y < minY ) minY = p.y;
-
-		if (v3) {
-
-			if ( p.z > maxZ ) maxZ = p.z;
-			else if ( p.z < minZ ) minZ = p.z;
-
-		}
-
-		sum.addSelf( p );
-
-	}
-
-	var ret = {
-
-		minX: minX,
-		minY: minY,
-		maxX: maxX,
-		maxY: maxY,
-		centroid: sum.divideScalar( il )
-	
-	};
-
-	if (v3) {
-
-		ret.maxZ = maxZ;
-		ret.minZ = minZ;
-	
-	}
-
-	return ret;
-
-};
-
-/**************************************************************
- *	Create Geometries Helpers
- **************************************************************/
-
-/// Generate geometry from path points (for Line or ParticleSystem objects)
-
-THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
-
-	var pts = this.getPoints( divisions, true );
-	return this.createGeometry( pts );
-
-};
-
-// Generate geometry from equidistance sampling along the path
-
-THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
-
-	var pts = this.getSpacedPoints( divisions, true );
-	return this.createGeometry( pts );
-
-};
-
-THREE.CurvePath.prototype.createGeometry = function( points ) {
-
-	var geometry = new THREE.Geometry();
-
-	for ( var i = 0; i < points.length; i ++ ) {
-
-		geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
-
-	}
-
-	return geometry;
-
-};
-
-
-/**************************************************************
- *	Bend / Wrap Helper Methods
- **************************************************************/
-
-// Wrap path / Bend modifiers?
-
-THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
-
-	this.bends.push( bendpath );
-
-};
-
-THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
-
-	var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
-	var i, il;
-
-	if ( !bends ) {
-
-		bends = this.bends;
-
-	}
-
-	for ( i = 0, il = bends.length; i < il; i ++ ) {
-
-		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
-
-	}
-
-	return oldPts;
-
-};
-
-THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
-
-	var oldPts = this.getSpacedPoints( segments );
-
-	var i, il;
-
-	if ( !bends ) {
-
-		bends = this.bends;
-
-	}
-
-	for ( i = 0, il = bends.length; i < il; i ++ ) {
-
-		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
-
-	}
-
-	return oldPts;
-
-};
-
-// This returns getPoints() bend/wrapped around the contour of a path.
-// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
-
-THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
-
-	var bounds = this.getBoundingBox();
-
-	var i, il, p, oldX, oldY, xNorm;
-
-	for ( i = 0, il = oldPts.length; i < il; i ++ ) {
-
-		p = oldPts[ i ];
-
-		oldX = p.x;
-		oldY = p.y;
-
-		xNorm = oldX / bounds.maxX;
-
-		// If using actual distance, for length > path, requires line extrusions
-		//xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
-
-		xNorm = path.getUtoTmapping( xNorm, oldX );
-
-		// check for out of bounds?
-
-		var pathPt = path.getPoint( xNorm );
-		var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
-
-		p.x = pathPt.x + normal.x;
-		p.y = pathPt.y + normal.y;
-
-	}
-
-	return oldPts;
-
-};
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Gyroscope = function () {
-
-	THREE.Object3D.call( this );
-
-};
-
-THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
-
-	this.matrixAutoUpdate && this.updateMatrix();
-
-	// update matrixWorld
-
-	if ( this.matrixWorldNeedsUpdate || force ) {
-
-		if ( this.parent ) {
-
-			this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
-
-			this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
-			this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
-
-			this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
-
-
-		} else {
-
-			this.matrixWorld.copy( this.matrix );
-
-		}
-
-
-		this.matrixWorldNeedsUpdate = false;
-
-		force = true;
-
-	}
-
-	// update children
-
-	for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-		this.children[ i ].updateMatrixWorld( force );
-
-	}
-
-};
-
-THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
-THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
-THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
-THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
-THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
-THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Creates free form 2d path using series of points, lines or curves.
- *
- **/
-
-THREE.Path = function ( points ) {
-
-	THREE.CurvePath.call(this);
-
-	this.actions = [];
-
-	if ( points ) {
-
-		this.fromPoints( points );
-
-	}
-
-};
-
-THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
-
-THREE.PathActions = {
-
-	MOVE_TO: 'moveTo',
-	LINE_TO: 'lineTo',
-	QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
-	BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
-	CSPLINE_THRU: 'splineThru',				// Catmull-rom spline
-	ARC: 'arc',								// Circle
-	ELLIPSE: 'ellipse'
-};
-
-// TODO Clean up PATH API
-
-// Create path using straight lines to connect all points
-// - vectors: array of Vector2
-
-THREE.Path.prototype.fromPoints = function ( vectors ) {
-
-	this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
-
-	for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
-
-		this.lineTo( vectors[ v ].x, vectors[ v ].y );
-
-	};
-
-};
-
-// startPath() endPath()?
-
-THREE.Path.prototype.moveTo = function ( x, y ) {
-
-	var args = Array.prototype.slice.call( arguments );
-	this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.lineTo = function ( x, y ) {
-
-	var args = Array.prototype.slice.call( arguments );
-
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
-
-	var args = Array.prototype.slice.call( arguments );
-
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
-												new THREE.Vector2( aCPx, aCPy ),
-												new THREE.Vector2( aX, aY ) );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
-                                               aCP2x, aCP2y,
-                                               aX, aY ) {
-
-	var args = Array.prototype.slice.call( arguments );
-
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
-											new THREE.Vector2( aCP1x, aCP1y ),
-											new THREE.Vector2( aCP2x, aCP2y ),
-											new THREE.Vector2( aX, aY ) );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
-
-	var args = Array.prototype.slice.call( arguments );
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-//---
-	var npts = [ new THREE.Vector2( x0, y0 ) ];
-	Array.prototype.push.apply( npts, pts );
-
-	var curve = new THREE.SplineCurve( npts );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
-
-};
-
-// FUTURE: Change the API or follow canvas API?
-
-THREE.Path.prototype.arc = function ( aX, aY, aRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-
-	var lastargs = this.actions[ this.actions.length - 1].args;
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	this.absarc(aX + x0, aY + y0, aRadius,
-		aStartAngle, aEndAngle, aClockwise );
-	
- };
-
- THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-	this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
- };
- 
-THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-
-	var lastargs = this.actions[ this.actions.length - 1].args;
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
-		aStartAngle, aEndAngle, aClockwise );
-
- };
- 
-
-THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-
-	var args = Array.prototype.slice.call( arguments );
-	var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
-									aStartAngle, aEndAngle, aClockwise );
-	this.curves.push( curve );
-
-	var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
-	args.push(lastPoint.x);
-	args.push(lastPoint.y);
-
-	this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
-
- };
-
-THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
-
-	if ( ! divisions ) divisions = 40;
-
-	var points = [];
-
-	for ( var i = 0; i < divisions; i ++ ) {
-
-		points.push( this.getPoint( i / divisions ) );
-
-		//if( !this.getPoint( i / divisions ) ) throw "DIE";
-
-	}
-
-	// if ( closedPath ) {
-	//
-	// 	points.push( points[ 0 ] );
-	//
-	// }
-
-	return points;
-
-};
-
-/* Return an array of vectors based on contour of the path */
-
-THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
-
-	if (this.useSpacedPoints) {
-		console.log('tata');
-		return this.getSpacedPoints( divisions, closedPath );
-	}
-
-	divisions = divisions || 12;
-
-	var points = [];
-
-	var i, il, item, action, args;
-	var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
-		laste, j,
-		t, tx, ty;
-
-	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
-
-		item = this.actions[ i ];
-
-		action = item.action;
-		args = item.args;
-
-		switch( action ) {
-
-		case THREE.PathActions.MOVE_TO:
-
-			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
-
-			break;
-
-		case THREE.PathActions.LINE_TO:
-
-			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
-
-			break;
-
-		case THREE.PathActions.QUADRATIC_CURVE_TO:
-
-			cpx  = args[ 2 ];
-			cpy  = args[ 3 ];
-
-			cpx1 = args[ 0 ];
-			cpy1 = args[ 1 ];
-
-			if ( points.length > 0 ) {
-
-				laste = points[ points.length - 1 ];
-
-				cpx0 = laste.x;
-				cpy0 = laste.y;
-
-			} else {
-
-				laste = this.actions[ i - 1 ].args;
-
-				cpx0 = laste[ laste.length - 2 ];
-				cpy0 = laste[ laste.length - 1 ];
-
-			}
-
-			for ( j = 1; j <= divisions; j ++ ) {
-
-				t = j / divisions;
-
-				tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
-				ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-		  	}
-
-			break;
-
-		case THREE.PathActions.BEZIER_CURVE_TO:
-
-			cpx  = args[ 4 ];
-			cpy  = args[ 5 ];
-
-			cpx1 = args[ 0 ];
-			cpy1 = args[ 1 ];
-
-			cpx2 = args[ 2 ];
-			cpy2 = args[ 3 ];
-
-			if ( points.length > 0 ) {
-
-				laste = points[ points.length - 1 ];
-
-				cpx0 = laste.x;
-				cpy0 = laste.y;
-
-			} else {
-
-				laste = this.actions[ i - 1 ].args;
-
-				cpx0 = laste[ laste.length - 2 ];
-				cpy0 = laste[ laste.length - 1 ];
-
-			}
-
-
-			for ( j = 1; j <= divisions; j ++ ) {
-
-				t = j / divisions;
-
-				tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
-				ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-			}
-
-			break;
-
-		case THREE.PathActions.CSPLINE_THRU:
-
-			laste = this.actions[ i - 1 ].args;
-
-			var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
-			var spts = [ last ];
-
-			var n = divisions * args[ 0 ].length;
-
-			spts = spts.concat( args[ 0 ] );
-
-			var spline = new THREE.SplineCurve( spts );
-
-			for ( j = 1; j <= n; j ++ ) {
-
-				points.push( spline.getPointAt( j / n ) ) ;
-
-			}
-
-			break;
-
-		case THREE.PathActions.ARC:
-
-			var aX = args[ 0 ], aY = args[ 1 ],
-				aRadius = args[ 2 ],
-				aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
-				aClockwise = !!args[ 5 ];
-
-			var deltaAngle = aEndAngle - aStartAngle;
-			var angle;
-			var tdivisions = divisions * 2;
-
-			for ( j = 1; j <= tdivisions; j ++ ) {
-
-				t = j / tdivisions;
-
-				if ( ! aClockwise ) {
-
-					t = 1 - t;
-
-				}
-
-				angle = aStartAngle + t * deltaAngle;
-
-				tx = aX + aRadius * Math.cos( angle );
-				ty = aY + aRadius * Math.sin( angle );
-
-				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-			}
-
-			//console.log(points);
-
-		  break;
-		  
-		case THREE.PathActions.ELLIPSE:
-
-			var aX = args[ 0 ], aY = args[ 1 ],
-				xRadius = args[ 2 ],
-				yRadius = args[ 3 ],
-				aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
-				aClockwise = !!args[ 6 ];
-
-
-			var deltaAngle = aEndAngle - aStartAngle;
-			var angle;
-			var tdivisions = divisions * 2;
-
-			for ( j = 1; j <= tdivisions; j ++ ) {
-
-				t = j / tdivisions;
-
-				if ( ! aClockwise ) {
-
-					t = 1 - t;
-
-				}
-
-				angle = aStartAngle + t * deltaAngle;
-
-				tx = aX + xRadius * Math.cos( angle );
-				ty = aY + yRadius * Math.sin( angle );
-
-				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-			}
-
-			//console.log(points);
-
-		  break;
-
-		} // end switch
-
-	}
-
-
-
-	// Normalize to remove the closing point by default.
-	var lastPoint = points[ points.length - 1];
-	var EPSILON = 0.0000000001;
-	if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
-             Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
-		points.splice( points.length - 1, 1);
-	if ( closedPath ) {
-
-		points.push( points[ 0 ] );
-
-	}
-
-	return points;
-
-};
-
-// Breaks path into shapes
-
-THREE.Path.prototype.toShapes = function() {
-
-	var i, il, item, action, args;
-
-	var subPaths = [], lastPath = new THREE.Path();
-
-	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
-
-		item = this.actions[ i ];
-
-		args = item.args;
-		action = item.action;
-
-		if ( action == THREE.PathActions.MOVE_TO ) {
-
-			if ( lastPath.actions.length != 0 ) {
-
-				subPaths.push( lastPath );
-				lastPath = new THREE.Path();
-
-			}
-
-		}
-
-		lastPath[ action ].apply( lastPath, args );
-
-	}
-
-	if ( lastPath.actions.length != 0 ) {
-
-		subPaths.push( lastPath );
-
-	}
-
-	// console.log(subPaths);
-
-	if ( subPaths.length == 0 ) return [];
-
-	var tmpPath, tmpShape, shapes = [];
-
-	var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
-	// console.log("Holes first", holesFirst);
-
-	if ( subPaths.length == 1) {
-		tmpPath = subPaths[0];
-		tmpShape = new THREE.Shape();
-		tmpShape.actions = tmpPath.actions;
-		tmpShape.curves = tmpPath.curves;
-		shapes.push( tmpShape );
-		return shapes;
-	};
-
-	if ( holesFirst ) {
-
-		tmpShape = new THREE.Shape();
-
-		for ( i = 0, il = subPaths.length; i < il; i ++ ) {
-
-			tmpPath = subPaths[ i ];
-
-			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
-
-				tmpShape.actions = tmpPath.actions;
-				tmpShape.curves = tmpPath.curves;
-
-				shapes.push( tmpShape );
-				tmpShape = new THREE.Shape();
-
-				//console.log('cw', i);
-
-			} else {
-
-				tmpShape.holes.push( tmpPath );
-
-				//console.log('ccw', i);
-
-			}
-
-		}
-
-	} else {
-
-		// Shapes first
-
-		for ( i = 0, il = subPaths.length; i < il; i ++ ) {
-
-			tmpPath = subPaths[ i ];
-
-			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
-
-
-				if ( tmpShape ) shapes.push( tmpShape );
-
-				tmpShape = new THREE.Shape();
-				tmpShape.actions = tmpPath.actions;
-				tmpShape.curves = tmpPath.curves;
-
-			} else {
-
-				tmpShape.holes.push( tmpPath );
-
-			}
-
-		}
-
-		shapes.push( tmpShape );
-
-	}
-
-	//console.log("shape", shapes);
-
-	return shapes;
-
-};
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Defines a 2d shape plane using paths.
- **/
-
-// STEP 1 Create a path.
-// STEP 2 Turn path into shape.
-// STEP 3 ExtrudeGeometry takes in Shape/Shapes
-// STEP 3a - Extract points from each shape, turn to vertices
-// STEP 3b - Triangulate each shape, add faces.
-
-THREE.Shape = function ( ) {
-
-	THREE.Path.apply( this, arguments );
-	this.holes = [];
-
-};
-
-THREE.Shape.prototype = Object.create( THREE.Path.prototype );
-
-// Convenience method to return ExtrudeGeometry
-
-THREE.Shape.prototype.extrude = function ( options ) {
-
-	var extruded = new THREE.ExtrudeGeometry( this, options );
-	return extruded;
-
-};
-
-// Convenience method to return ShapeGeometry
-
-THREE.Shape.prototype.makeGeometry = function ( options ) {
-
-	var geometry = new THREE.ShapeGeometry( this, options );
-	return geometry;
-
-};
-
-// Get points of holes
-
-THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
-
-	var i, il = this.holes.length, holesPts = [];
-
-	for ( i = 0; i < il; i ++ ) {
-
-		holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
-
-	}
-
-	return holesPts;
-
-};
-
-// Get points of holes (spaced by regular distance)
-
-THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
-
-	var i, il = this.holes.length, holesPts = [];
-
-	for ( i = 0; i < il; i ++ ) {
-
-		holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
-
-	}
-
-	return holesPts;
-
-};
-
-
-// Get points of shape and holes (keypoints based on segments parameter)
-
-THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
-
-	return {
-
-		shape: this.getTransformedPoints( divisions ),
-		holes: this.getPointsHoles( divisions )
-
-	};
-
-};
-
-THREE.Shape.prototype.extractPoints = function ( divisions ) {
-
-	if (this.useSpacedPoints) {
-		return this.extractAllSpacedPoints(divisions);
-	}
-
-	return this.extractAllPoints(divisions);
-
-};
-
-//
-// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
-//
-// 	return {
-//
-// 		shape: this.transform( bend, divisions ),
-// 		holes: this.getPointsHoles( divisions, bend )
-//
-// 	};
-//
-// };
-
-// Get points of shape and holes (spaced by regular distance)
-
-THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
-
-	return {
-
-		shape: this.getTransformedSpacedPoints( divisions ),
-		holes: this.getSpacedPointsHoles( divisions )
-
-	};
-
-};
-
-/**************************************************************
- *	Utils
- **************************************************************/
-
-THREE.Shape.Utils = {
-
-	/*
-		contour - array of vector2 for contour
-		holes   - array of array of vector2
-	*/
-
-	removeHoles: function ( contour, holes ) {
-
-		var shape = contour.concat(); // work on this shape
-		var allpoints = shape.concat();
-
-		/* For each isolated shape, find the closest points and break to the hole to allow triangulation */
-
-
-		var prevShapeVert, nextShapeVert,
-			prevHoleVert, nextHoleVert,
-			holeIndex, shapeIndex,
-			shapeId, shapeGroup,
-			h, h2,
-			hole, shortest, d,
-			p, pts1, pts2,
-			tmpShape1, tmpShape2,
-			tmpHole1, tmpHole2,
-			verts = [];
-
-		for ( h = 0; h < holes.length; h ++ ) {
-
-			hole = holes[ h ];
-
-			/*
-			shapeholes[ h ].concat(); // preserves original
-			holes.push( hole );
-			*/
-
-			Array.prototype.push.apply( allpoints, hole );
-
-			shortest = Number.POSITIVE_INFINITY;
-
-
-			// Find the shortest pair of pts between shape and hole
-
-			// Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
-			// Using distanceToSquared() intead of distanceTo() should speed a little
-			// since running square roots operations are reduced.
-
-			for ( h2 = 0; h2 < hole.length; h2 ++ ) {
-
-				pts1 = hole[ h2 ];
-				var dist = [];
-
-				for ( p = 0; p < shape.length; p++ ) {
-
-					pts2 = shape[ p ];
-					d = pts1.distanceToSquared( pts2 );
-					dist.push( d );
-
-					if ( d < shortest ) {
-
-						shortest = d;
-						holeIndex = h2;
-						shapeIndex = p;
-
-					}
-
-				}
-
-			}
-
-			//console.log("shortest", shortest, dist);
-
-			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
-			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
-
-			var areaapts = [
-
-				hole[ holeIndex ],
-				shape[ shapeIndex ],
-				shape[ prevShapeVert ]
-
-			];
-
-			var areaa = THREE.FontUtils.Triangulate.area( areaapts );
-
-			var areabpts = [
-
-				hole[ holeIndex ],
-				hole[ prevHoleVert ],
-				shape[ shapeIndex ]
-
-			];
-
-			var areab = THREE.FontUtils.Triangulate.area( areabpts );
-
-			var shapeOffset = 1;
-			var holeOffset = -1;
-
-			var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
-			shapeIndex += shapeOffset;
-			holeIndex += holeOffset;
-
-			if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
-			shapeIndex %= shape.length;
-
-			if ( holeIndex < 0 ) { holeIndex += hole.length;  }
-			holeIndex %= hole.length;
-
-			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
-			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
-
-			areaapts = [
-
-				hole[ holeIndex ],
-				shape[ shapeIndex ],
-				shape[ prevShapeVert ]
-
-			];
-
-			var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
-
-			areabpts = [
-
-				hole[ holeIndex ],
-				hole[ prevHoleVert ],
-				shape[ shapeIndex ]
-
-			];
-
-			var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
-			//console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ),  ( areaa2 + areab2 ));
-
-			if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
-
-				// In case areas are not correct.
-				//console.log("USE THIS");
-
-				shapeIndex = oldShapeIndex;
-				holeIndex = oldHoleIndex ;
-
-				if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
-				shapeIndex %= shape.length;
-
-				if ( holeIndex < 0 ) { holeIndex += hole.length;  }
-				holeIndex %= hole.length;
-
-				prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
-				prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
-
-			} else {
-
-				//console.log("USE THAT ")
-
-			}
-
-			tmpShape1 = shape.slice( 0, shapeIndex );
-			tmpShape2 = shape.slice( shapeIndex );
-			tmpHole1 = hole.slice( holeIndex );
-			tmpHole2 = hole.slice( 0, holeIndex );
-
-			// Should check orders here again?
-
-			var trianglea = [
-
-				hole[ holeIndex ],
-				shape[ shapeIndex ],
-				shape[ prevShapeVert ]
-
-			];
-
-			var triangleb = [
-
-				hole[ holeIndex ] ,
-				hole[ prevHoleVert ],
-				shape[ shapeIndex ]
-
-			];
-
-			verts.push( trianglea );
-			verts.push( triangleb );
-
-			shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
-
-		}
-
-		return {
-
-			shape:shape, 		/* shape with no holes */
-			isolatedPts: verts, /* isolated faces */
-			allpoints: allpoints
-
-		}
-
-
-	},
-
-	triangulateShape: function ( contour, holes ) {
-
-		var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
-
-		var shape = shapeWithoutHoles.shape,
-			allpoints = shapeWithoutHoles.allpoints,
-			isolatedPts = shapeWithoutHoles.isolatedPts;
-
-		var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
-
-		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
-
-		//console.log( "triangles",triangles, triangles.length );
-		//console.log( "allpoints",allpoints, allpoints.length );
-
-		var i, il, f, face,
-			key, index,
-			allPointsMap = {},
-			isolatedPointsMap = {};
-
-		// prepare all points map
-
-		for ( i = 0, il = allpoints.length; i < il; i ++ ) {
-
-			key = allpoints[ i ].x + ":" + allpoints[ i ].y;
-
-			if ( allPointsMap[ key ] !== undefined ) {
-
-				console.log( "Duplicate point", key );
-
-			}
-
-			allPointsMap[ key ] = i;
-
-		}
-
-		// check all face vertices against all points map
-
-		for ( i = 0, il = triangles.length; i < il; i ++ ) {
-
-			face = triangles[ i ];
-
-			for ( f = 0; f < 3; f ++ ) {
-
-				key = face[ f ].x + ":" + face[ f ].y;
-
-				index = allPointsMap[ key ];
-
-				if ( index !== undefined ) {
-
-					face[ f ] = index;
-
-				}
-
-			}
-
-		}
-
-		// check isolated points vertices against all points map
-
-		for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
-
-			face = isolatedPts[ i ];
-
-			for ( f = 0; f < 3; f ++ ) {
-
-				key = face[ f ].x + ":" + face[ f ].y;
-
-				index = allPointsMap[ key ];
-
-				if ( index !== undefined ) {
-
-					face[ f ] = index;
-
-				}
-
-			}
-
-		}
-
-		return triangles.concat( isolatedPts );
-
-	}, // end triangulate shapes
-
-	/*
-	triangulate2 : function( pts, holes ) {
-
-		// For use with Poly2Tri.js
-
-		var allpts = pts.concat();
-		var shape = [];
-		for (var p in pts) {
-			shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
-		}
-
-		var swctx = new js.poly2tri.SweepContext(shape);
-
-		for (var h in holes) {
-			var aHole = holes[h];
-			var newHole = []
-			for (i in aHole) {
-				newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
-				allpts.push(aHole[i]);
-			}
-			swctx.AddHole(newHole);
-		}
-
-		var find;
-		var findIndexForPt = function (pt) {
-			find = new THREE.Vector2(pt.x, pt.y);
-			var p;
-			for (p=0, pl = allpts.length; p<pl; p++) {
-				if (allpts[p].equals(find)) return p;
-			}
-			return -1;
-		};
-
-		// triangulate
-		js.poly2tri.sweep.Triangulate(swctx);
-
-		var triangles =  swctx.GetTriangles();
-		var tr ;
-		var facesPts = [];
-		for (var t in triangles) {
-			tr =  triangles[t];
-			facesPts.push([
-				findIndexForPt(tr.GetPoint(0)),
-				findIndexForPt(tr.GetPoint(1)),
-				findIndexForPt(tr.GetPoint(2))
-					]);
-		}
-
-
-	//	console.log(facesPts);
-	//	console.log("triangles", triangles.length, triangles);
-
-		// Returns array of faces with 3 element each
-	return facesPts;
-	},
-*/
-
-	isClockWise: function ( pts ) {
-
-		return THREE.FontUtils.Triangulate.area( pts ) < 0;
-
-	},
-
-	// Bezier Curves formulas obtained from
-	// http://en.wikipedia.org/wiki/B%C3%A9zier_curve
-
-	// Quad Bezier Functions
-
-	b2p0: function ( t, p ) {
-
-		var k = 1 - t;
-		return k * k * p;
-
-	},
-
-	b2p1: function ( t, p ) {
-
-		return 2 * ( 1 - t ) * t * p;
-
-	},
-
-	b2p2: function ( t, p ) {
-
-		return t * t * p;
-
-	},
-
-	b2: function ( t, p0, p1, p2 ) {
-
-		return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
-
-	},
-
-	// Cubic Bezier Functions
-
-	b3p0: function ( t, p ) {
-
-		var k = 1 - t;
-		return k * k * k * p;
-
-	},
-
-	b3p1: function ( t, p ) {
-
-		var k = 1 - t;
-		return 3 * k * k * t * p;
-
-	},
-
-	b3p2: function ( t, p ) {
-
-		var k = 1 - t;
-		return 3 * k * t * t * p;
-
-	},
-
-	b3p3: function ( t, p ) {
-
-		return t * t * t * p;
-
-	},
-
-	b3: function ( t, p0, p1, p2, p3 ) {
-
-		return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );
-
-	}
-
-};
-
-/**
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.AnimationHandler = (function() {
-
-	var playing = [];
-	var library = {};
-	var that    = {};
-
-
-	//--- update ---
-
-	that.update = function( deltaTimeMS ) {
-
-		for( var i = 0; i < playing.length; i ++ )
-			playing[ i ].update( deltaTimeMS );
-
-	};
-
-
-	//--- add ---
-
-	that.addToUpdate = function( animation ) {
-
-		if ( playing.indexOf( animation ) === -1 )
-			playing.push( animation );
-
-	};
-
-
-	//--- remove ---
-
-	that.removeFromUpdate = function( animation ) {
-
-		var index = playing.indexOf( animation );
-
-		if( index !== -1 )
-			playing.splice( index, 1 );
-
-	};
-
-
-	//--- add ---
-
-	that.add = function( data ) {
-
-		if ( library[ data.name ] !== undefined )
-			console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
-
-		library[ data.name ] = data;
-		initData( data );
-
-	};
-
-
-	//--- get ---
-
-	that.get = function( name ) {
-
-		if ( typeof name === "string" ) {
-
-			if ( library[ name ] ) {
-
-				return library[ name ];
-
-			} else {
-
-				console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
-				return null;
-
-			}
-
-		} else {
-
-			// todo: add simple tween library
-
-		}
-
-	};
-
-	//--- parse ---
-
-	that.parse = function( root ) {
-
-		// setup hierarchy
-
-		var hierarchy = [];
-
-		if ( root instanceof THREE.SkinnedMesh ) {
-
-			for( var b = 0; b < root.bones.length; b++ ) {
-
-				hierarchy.push( root.bones[ b ] );
-
-			}
-
-		} else {
-
-			parseRecurseHierarchy( root, hierarchy );
-
-		}
-
-		return hierarchy;
-
-	};
-
-	var parseRecurseHierarchy = function( root, hierarchy ) {
-
-		hierarchy.push( root );
-
-		for( var c = 0; c < root.children.length; c++ )
-			parseRecurseHierarchy( root.children[ c ], hierarchy );
-
-	}
-
-
-	//--- init data ---
-
-	var initData = function( data ) {
-
-		if( data.initialized === true )
-			return;
-
-
-		// loop through all keys
-
-		for( var h = 0; h < data.hierarchy.length; h ++ ) {
-
-			for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-				// remove minus times
-
-				if( data.hierarchy[ h ].keys[ k ].time < 0 )
-					data.hierarchy[ h ].keys[ k ].time = 0;
-
-
-				// create quaternions
-
-				if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
-				 !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
-
-					var quat = data.hierarchy[ h ].keys[ k ].rot;
-					data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
-
-				}
-
-			}
-
-
-			// prepare morph target keys
-
-			if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
-
-				// get all used
-
-				var usedMorphTargets = {};
-
-				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-					for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
-						var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
-						usedMorphTargets[ morphTargetName ] = -1;
-
-					}
-
-				}
-
-				data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
-
-
-				// set all used on all frames
-
-				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-					var influences = {};
-
-					for ( var morphTargetName in usedMorphTargets ) {
-
-						for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
-							if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
-
-								influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
-								break;
-
-							}
-
-						}
-
-						if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
-
-							influences[ morphTargetName ] = 0;
-
-						}
-
-					}
-
-					data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
-
-				}
-
-			}
-
-
-			// remove all keys that are on the same time
-
-			for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-				if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
-
-					data.hierarchy[ h ].keys.splice( k, 1 );
-					k --;
-
-				}
-
-			}
-
-
-			// set index
-
-			for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-				data.hierarchy[ h ].keys[ k ].index = k;
-
-			}
-
-		}
-
-
-		// JIT
-
-		var lengthInFrames = parseInt( data.length * data.fps, 10 );
-
-		data.JIT = {};
-		data.JIT.hierarchy = [];
-
-		for( var h = 0; h < data.hierarchy.length; h ++ )
-			data.JIT.hierarchy.push( new Array( lengthInFrames ) );
-
-
-		// done
-
-		data.initialized = true;
-
-	};
-
-
-	// interpolation types
-
-	that.LINEAR = 0;
-	that.CATMULLROM = 1;
-	that.CATMULLROM_FORWARD = 2;
-
-	return that;
-
-}());
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Animation = function ( root, name, interpolationType ) {
-
-	this.root = root;
-	this.data = THREE.AnimationHandler.get( name );
-	this.hierarchy = THREE.AnimationHandler.parse( root );
-
-	this.currentTime = 0;
-	this.timeScale = 1;
-
-	this.isPlaying = false;
-	this.isPaused = true;
-	this.loop = true;
-
-	this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
-
-	this.points = [];
-	this.target = new THREE.Vector3();
-
-};
-
-THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
-
-	if ( this.isPlaying === false ) {
-
-		this.isPlaying = true;
-		this.loop = loop !== undefined ? loop : true;
-		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
-
-		// reset key cache
-
-		var h, hl = this.hierarchy.length,
-			object;
-
-		for ( h = 0; h < hl; h ++ ) {
-
-			object = this.hierarchy[ h ];
-
-			if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-				object.useQuaternion = true;
-
-			}
-
-			object.matrixAutoUpdate = true;
-
-			if ( object.animationCache === undefined ) {
-
-				object.animationCache = {};
-				object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
-				object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
-				object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
-
-			}
-
-			var prevKey = object.animationCache.prevKey;
-			var nextKey = object.animationCache.nextKey;
-
-			prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
-			prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
-			prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
-
-			nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
-			nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
-			nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
-
-		}
-
-		this.update( 0 );
-
-	}
-
-	this.isPaused = false;
-
-	THREE.AnimationHandler.addToUpdate( this );
-
-};
-
-
-THREE.Animation.prototype.pause = function() {
-
-	if ( this.isPaused === true ) {
-
-		THREE.AnimationHandler.addToUpdate( this );
-
-	} else {
-
-		THREE.AnimationHandler.removeFromUpdate( this );
-
-	}
-
-	this.isPaused = !this.isPaused;
-
-};
-
-
-THREE.Animation.prototype.stop = function() {
-
-	this.isPlaying = false;
-	this.isPaused  = false;
-	THREE.AnimationHandler.removeFromUpdate( this );
-
-};
-
-
-THREE.Animation.prototype.update = function ( deltaTimeMS ) {
-
-	// early out
-
-	if ( this.isPlaying === false ) return;
-
-
-	// vars
-
-	var types = [ "pos", "rot", "scl" ];
-	var type;
-	var scale;
-	var vector;
-	var prevXYZ, nextXYZ;
-	var prevKey, nextKey;
-	var object;
-	var animationCache;
-	var frame;
-	var JIThierarchy = this.data.JIT.hierarchy;
-	var currentTime, unloopedCurrentTime;
-	var currentPoint, forwardPoint, angle;
-
-
-	this.currentTime += deltaTimeMS * this.timeScale;
-
-	unloopedCurrentTime = this.currentTime;
-	currentTime = this.currentTime = this.currentTime % this.data.length;
-	frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
-
-
-	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
-		object = this.hierarchy[ h ];
-		animationCache = object.animationCache;
-
-		// loop through pos/rot/scl
-
-		for ( var t = 0; t < 3; t ++ ) {
-
-			// get keys
-
-			type    = types[ t ];
-			prevKey = animationCache.prevKey[ type ];
-			nextKey = animationCache.nextKey[ type ];
-
-			// switch keys?
-
-			if ( nextKey.time <= unloopedCurrentTime ) {
-
-				// did we loop?
-
-				if ( currentTime < unloopedCurrentTime ) {
-
-					if ( this.loop ) {
-
-						prevKey = this.data.hierarchy[ h ].keys[ 0 ];
-						nextKey = this.getNextKeyWith( type, h, 1 );
-
-						while( nextKey.time < currentTime ) {
-
-							prevKey = nextKey;
-							nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
-						}
-
-					} else {
-
-						this.stop();
-						return;
-
-					}
-
-				} else {
-
-					do {
-
-						prevKey = nextKey;
-						nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
-					} while( nextKey.time < currentTime )
-
-				}
-
-				animationCache.prevKey[ type ] = prevKey;
-				animationCache.nextKey[ type ] = nextKey;
-
-			}
-
-
-			object.matrixAutoUpdate = true;
-			object.matrixWorldNeedsUpdate = true;
-
-			scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
-			prevXYZ = prevKey[ type ];
-			nextXYZ = nextKey[ type ];
-
-
-			// check scale error
-
-			if ( scale < 0 || scale > 1 ) {
-
-				console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
-				scale = scale < 0 ? 0 : 1;
-
-			}
-
-			// interpolate
-
-			if ( type === "pos" ) {
-
-				vector = object.position;
-
-				if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
-
-					vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
-					vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
-					vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
-				} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
-						    this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-					this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
-					this.points[ 1 ] = prevXYZ;
-					this.points[ 2 ] = nextXYZ;
-					this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
-
-					scale = scale * 0.33 + 0.33;
-
-					currentPoint = this.interpolateCatmullRom( this.points, scale );
-
-					vector.x = currentPoint[ 0 ];
-					vector.y = currentPoint[ 1 ];
-					vector.z = currentPoint[ 2 ];
-
-					if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-						forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
-
-						this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
-						this.target.subSelf( vector );
-						this.target.y = 0;
-						this.target.normalize();
-
-						angle = Math.atan2( this.target.x, this.target.z );
-						object.rotation.set( 0, angle, 0 );
-
-					}
-
-				}
-
-			} else if ( type === "rot" ) {
-
-				THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
-
-			} else if ( type === "scl" ) {
-
-				vector = object.scale;
-
-				vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
-				vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
-				vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
-			}
-
-		}
-
-	}
-
-};
-
-// Catmull-Rom spline
-
-THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
-
-	var c = [], v3 = [],
-	point, intPoint, weight, w2, w3,
-	pa, pb, pc, pd;
-
-	point = ( points.length - 1 ) * scale;
-	intPoint = Math.floor( point );
-	weight = point - intPoint;
-
-	c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
-	c[ 1 ] = intPoint;
-	c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
-	c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
-
-	pa = points[ c[ 0 ] ];
-	pb = points[ c[ 1 ] ];
-	pc = points[ c[ 2 ] ];
-	pd = points[ c[ 3 ] ];
-
-	w2 = weight * weight;
-	w3 = weight * w2;
-
-	v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
-	v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
-	v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
-
-	return v3;
-
-};
-
-THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
-
-	var v0 = ( p2 - p0 ) * 0.5,
-		v1 = ( p3 - p1 ) * 0.5;
-
-	return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
-};
-
-
-
-// Get next key with
-
-THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-
-	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
-		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-		key = key < keys.length - 1 ? key : keys.length - 1;
-
-	} else {
-
-		key = key % keys.length;
-
-	}
-
-	for ( ; key < keys.length; key++ ) {
-
-		if ( keys[ key ][ type ] !== undefined ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return this.data.hierarchy[ h ].keys[ 0 ];
-
-};
-
-// Get previous key with
-
-THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-
-	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
-		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-		key = key > 0 ? key : 0;
-
-	} else {
-
-		key = key >= 0 ? key : key + keys.length;
-
-	}
-
-
-	for ( ; key >= 0; key -- ) {
-
-		if ( keys[ key ][ type ] !== undefined ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author khang duong
- * @author erik kitson
- */
-
-THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
-
-	this.root = root;
-	this.data = THREE.AnimationHandler.get( data );
-	this.hierarchy = THREE.AnimationHandler.parse( root );
-	this.currentTime = 0;
-	this.timeScale = 0.001;
-	this.isPlaying = false;
-	this.isPaused = true;
-	this.loop = true;
-	this.JITCompile = JITCompile !== undefined ? JITCompile : true;
-
-	// initialize to first keyframes
-
-	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
-
-		var keys = this.data.hierarchy[h].keys,
-			sids = this.data.hierarchy[h].sids,
-			obj = this.hierarchy[h];
-
-		if ( keys.length && sids ) {
-
-			for ( var s = 0; s < sids.length; s++ ) {
-
-				var sid = sids[ s ],
-					next = this.getNextKeyWith( sid, h, 0 );
-
-				if ( next ) {
-
-					next.apply( sid );
-
-				}
-
-			}
-
-			obj.matrixAutoUpdate = false;
-			this.data.hierarchy[h].node.updateMatrix();
-			obj.matrixWorldNeedsUpdate = true;
-
-		}
-
-	}
-
-};
-
-// Play
-
-THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
-
-	if( !this.isPlaying ) {
-
-		this.isPlaying = true;
-		this.loop = loop !== undefined ? loop : true;
-		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
-		this.startTimeMs = startTimeMS;
-		this.startTime = 10000000;
-		this.endTime = -this.startTime;
-
-
-		// reset key cache
-
-		var h, hl = this.hierarchy.length,
-			object,
-			node;
-
-		for ( h = 0; h < hl; h++ ) {
-
-			object = this.hierarchy[ h ];
-			node = this.data.hierarchy[ h ];
-			object.useQuaternion = true;
-
-			if ( node.animationCache === undefined ) {
-
-				node.animationCache = {};
-				node.animationCache.prevKey = null;
-				node.animationCache.nextKey = null;
-				node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
-
-			}
-
-			var keys = this.data.hierarchy[h].keys;
-
-			if (keys.length) {
-
-				node.animationCache.prevKey = keys[ 0 ];
-				node.animationCache.nextKey = keys[ 1 ];
-
-				this.startTime = Math.min( keys[0].time, this.startTime );
-				this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
-
-			}
-
-		}
-
-		this.update( 0 );
-
-	}
-
-	this.isPaused = false;
-
-	THREE.AnimationHandler.addToUpdate( this );
-
-};
-
-
-
-// Pause
-
-THREE.KeyFrameAnimation.prototype.pause = function() {
-
-	if( this.isPaused ) {
-
-		THREE.AnimationHandler.addToUpdate( this );
-
-	} else {
-
-		THREE.AnimationHandler.removeFromUpdate( this );
-
-	}
-
-	this.isPaused = !this.isPaused;
-
-};
-
-
-// Stop
-
-THREE.KeyFrameAnimation.prototype.stop = function() {
-
-	this.isPlaying = false;
-	this.isPaused  = false;
-	THREE.AnimationHandler.removeFromUpdate( this );
-
-
-	// reset JIT matrix and remove cache
-
-	for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
-        
-        var obj = this.hierarchy[ h ];
-		var node = this.data.hierarchy[ h ];
-
-		if ( node.animationCache !== undefined ) {
-
-			var original = node.animationCache.originalMatrix;
-
-			if( obj instanceof THREE.Bone ) {
-
-				original.copy( obj.skinMatrix );
-				obj.skinMatrix = original;
-
-			} else {
-
-				original.copy( obj.matrix );
-				obj.matrix = original;
-
-			}
-
-			delete node.animationCache;
-
-		}
-
-	}
-
-};
-
-
-// Update
-
-THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
-
-	// early out
-
-	if( !this.isPlaying ) return;
-
-
-	// vars
-
-	var prevKey, nextKey;
-	var object;
-	var node;
-	var frame;
-	var JIThierarchy = this.data.JIT.hierarchy;
-	var currentTime, unloopedCurrentTime;
-	var looped;
-
-
-	// update
-
-	this.currentTime += deltaTimeMS * this.timeScale;
-
-	unloopedCurrentTime = this.currentTime;
-	currentTime         = this.currentTime = this.currentTime % this.data.length;
-
-	// if looped around, the current time should be based on the startTime
-	if ( currentTime < this.startTimeMs ) {
-
-		currentTime = this.currentTime = this.startTimeMs + currentTime;
-
-	}
-
-	frame               = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
-	looped 				= currentTime < unloopedCurrentTime;
-
-	if ( looped && !this.loop ) {
-
-		// Set the animation to the last keyframes and stop
-		for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
-
-			var keys = this.data.hierarchy[h].keys,
-				sids = this.data.hierarchy[h].sids,
-				end = keys.length-1,
-				obj = this.hierarchy[h];
-
-			if ( keys.length ) {
-
-				for ( var s = 0; s < sids.length; s++ ) {
-
-					var sid = sids[ s ],
-						prev = this.getPrevKeyWith( sid, h, end );
-
-					if ( prev ) {
-						prev.apply( sid );
-
-					}
-
-				}
-
-				this.data.hierarchy[h].node.updateMatrix();
-				obj.matrixWorldNeedsUpdate = true;
-
-			}
-
-		}
-
-		this.stop();
-		return;
-
-	}
-
-	// check pre-infinity
-	if ( currentTime < this.startTime ) {
-
-		return;
-
-	}
-
-	// update
-
-	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
-
-		object = this.hierarchy[ h ];
-		node = this.data.hierarchy[ h ];
-
-		var keys = node.keys,
-			animationCache = node.animationCache;
-
-		// use JIT?
-
-		if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
-
-			if( object instanceof THREE.Bone ) {
-
-				object.skinMatrix = JIThierarchy[ h ][ frame ];
-				object.matrixWorldNeedsUpdate = false;
-
-			} else {
-
-				object.matrix = JIThierarchy[ h ][ frame ];
-				object.matrixWorldNeedsUpdate = true;
-
-			}
-
-		// use interpolation
-
-		} else if ( keys.length ) {
-
-			// make sure so original matrix and not JIT matrix is set
-
-			if ( this.JITCompile && animationCache ) {
-
-				if( object instanceof THREE.Bone ) {
-
-					object.skinMatrix = animationCache.originalMatrix;
-
-				} else {
-
-					object.matrix = animationCache.originalMatrix;
-
-				}
-
-			}
-
-			prevKey = animationCache.prevKey;
-			nextKey = animationCache.nextKey;
-
-			if ( prevKey && nextKey ) {
-
-				// switch keys?
-
-				if ( nextKey.time <= unloopedCurrentTime ) {
-
-					// did we loop?
-
-					if ( looped && this.loop ) {
-
-						prevKey = keys[ 0 ];
-						nextKey = keys[ 1 ];
-
-						while ( nextKey.time < currentTime ) {
-
-							prevKey = nextKey;
-							nextKey = keys[ prevKey.index + 1 ];
-
-						}
-
-					} else if ( !looped ) {
-
-						var lastIndex = keys.length - 1;
-
-						while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
-
-							prevKey = nextKey;
-							nextKey = keys[ prevKey.index + 1 ];
-
-						}
-
-					}
-
-					animationCache.prevKey = prevKey;
-					animationCache.nextKey = nextKey;
-
-				}
-                if(nextKey.time >= currentTime)
-                    prevKey.interpolate( nextKey, currentTime );
-                else
-                    prevKey.interpolate( nextKey, nextKey.time);
-
-			}
-
-			this.data.hierarchy[h].node.updateMatrix();
-			object.matrixWorldNeedsUpdate = true;
-
-		}
-
-	}
-
-	// update JIT?
-
-	if ( this.JITCompile ) {
-
-		if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
-
-			this.hierarchy[ 0 ].updateMatrixWorld( true );
-
-			for ( var h = 0; h < this.hierarchy.length; h++ ) {
-
-				if( this.hierarchy[ h ] instanceof THREE.Bone ) {
-
-					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
-
-				} else {
-
-					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
-
-				}
-
-			}
-
-		}
-
-	}
-
-};
-
-// Get next key with
-
-THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-	key = key % keys.length;
-
-	for ( ; key < keys.length; key++ ) {
-
-		if ( keys[ key ].hasTarget( sid ) ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return keys[ 0 ];
-
-};
-
-// Get previous key with
-
-THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-	key = key >= 0 ? key : key + keys.length;
-
-	for ( ; key >= 0; key-- ) {
-
-		if ( keys[ key ].hasTarget( sid ) ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return keys[ keys.length - 1 ];
-
-};
-/**
- * Camera for rendering cube maps
- *	- renders scene into axis-aligned cube
- *
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.CubeCamera = function ( near, far, cubeResolution ) {
-
-	THREE.Object3D.call( this );
-
-	var fov = 90, aspect = 1;
-
-	var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraPX.up.set( 0, -1, 0 );
-	cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
-	this.add( cameraPX );
-
-	var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraNX.up.set( 0, -1, 0 );
-	cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
-	this.add( cameraNX );
-
-	var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraPY.up.set( 0, 0, 1 );
-	cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
-	this.add( cameraPY );
-
-	var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraNY.up.set( 0, 0, -1 );
-	cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
-	this.add( cameraNY );
-
-	var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraPZ.up.set( 0, -1, 0 );
-	cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
-	this.add( cameraPZ );
-
-	var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
-	cameraNZ.up.set( 0, -1, 0 );
-	cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
-	this.add( cameraNZ );
-
-	this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
-
-	this.updateCubeMap = function ( renderer, scene ) {
-
-		var renderTarget = this.renderTarget;
-		var generateMipmaps = renderTarget.generateMipmaps;
-
-		renderTarget.generateMipmaps = false;
-
-		renderTarget.activeCubeFace = 0;
-		renderer.render( scene, cameraPX, renderTarget );
-
-		renderTarget.activeCubeFace = 1;
-		renderer.render( scene, cameraNX, renderTarget );
-
-		renderTarget.activeCubeFace = 2;
-		renderer.render( scene, cameraPY, renderTarget );
-
-		renderTarget.activeCubeFace = 3;
-		renderer.render( scene, cameraNY, renderTarget );
-
-		renderTarget.activeCubeFace = 4;
-		renderer.render( scene, cameraPZ, renderTarget );
-
-		renderTarget.generateMipmaps = generateMipmaps;
-
-		renderTarget.activeCubeFace = 5;
-		renderer.render( scene, cameraNZ, renderTarget );
-
-	};
-
-};
-
-THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
-/*
- *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
- *
- *	A general perpose camera, for setting FOV, Lens Focal Length,
- *		and switching between perspective and orthographic views easily.
- *		Use this only if you do not wish to manage
- *		both a Orthographic and Perspective Camera
- *
- */
-
-
-THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
-
-	THREE.Camera.call( this );
-
-	this.fov = fov;
-
-	this.left = -width / 2;
-	this.right = width / 2
-	this.top = height / 2;
-	this.bottom = -height / 2;
-
-	// We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
-
-	this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 	orthoNear, orthoFar );
-	this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
-
-	this.zoom = 1;
-
-	this.toPerspective();
-
-	var aspect = width/height;
-
-};
-
-THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
-
-THREE.CombinedCamera.prototype.toPerspective = function () {
-
-	// Switches to the Perspective Camera
-
-	this.near = this.cameraP.near;
-	this.far = this.cameraP.far;
-
-	this.cameraP.fov =  this.fov / this.zoom ;
-
-	this.cameraP.updateProjectionMatrix();
-
-	this.projectionMatrix = this.cameraP.projectionMatrix;
-
-	this.inPerspectiveMode = true;
-	this.inOrthographicMode = false;
-
-};
-
-THREE.CombinedCamera.prototype.toOrthographic = function () {
-
-	// Switches to the Orthographic camera estimating viewport from Perspective
-
-	var fov = this.fov;
-	var aspect = this.cameraP.aspect;
-	var near = this.cameraP.near;
-	var far = this.cameraP.far;
-
-	// The size that we set is the mid plane of the viewing frustum
-
-	var hyperfocus = ( near + far ) / 2;
-
-	var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
-	var planeHeight = 2 * halfHeight;
-	var planeWidth = planeHeight * aspect;
-	var halfWidth = planeWidth / 2;
-
-	halfHeight /= this.zoom;
-	halfWidth /= this.zoom;
-
-	this.cameraO.left = -halfWidth;
-	this.cameraO.right = halfWidth;
-	this.cameraO.top = halfHeight;
-	this.cameraO.bottom = -halfHeight;
-
-	// this.cameraO.left = -farHalfWidth;
-	// this.cameraO.right = farHalfWidth;
-	// this.cameraO.top = farHalfHeight;
-	// this.cameraO.bottom = -farHalfHeight;
-
-	// this.cameraO.left = this.left / this.zoom;
-	// this.cameraO.right = this.right / this.zoom;
-	// this.cameraO.top = this.top / this.zoom;
-	// this.cameraO.bottom = this.bottom / this.zoom;
-
-	this.cameraO.updateProjectionMatrix();
-
-	this.near = this.cameraO.near;
-	this.far = this.cameraO.far;
-	this.projectionMatrix = this.cameraO.projectionMatrix;
-
-	this.inPerspectiveMode = false;
-	this.inOrthographicMode = true;
-
-};
-
-
-THREE.CombinedCamera.prototype.setSize = function( width, height ) {
-
-	this.cameraP.aspect = width / height;
-	this.left = -width / 2;
-	this.right = width / 2
-	this.top = height / 2;
-	this.bottom = -height / 2;
-
-};
-
-
-THREE.CombinedCamera.prototype.setFov = function( fov ) {
-
-	this.fov = fov;
-
-	if ( this.inPerspectiveMode ) {
-
-		this.toPerspective();
-
-	} else {
-
-		this.toOrthographic();
-
-	}
-
-};
-
-// For mantaining similar API with PerspectiveCamera
-
-THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
-
-	if ( this.inPerspectiveMode ) {
-
-		this.toPerspective();
-
-	} else {
-
-		this.toPerspective();
-		this.toOrthographic();
-
-	}
-
-};
-
-/*
-* Uses Focal Length (in mm) to estimate and set FOV
-* 35mm (fullframe) camera is used if frame size is not specified;
-* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
-*/
-THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
-
-	if ( frameHeight === undefined ) frameHeight = 24;
-
-	var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
-
-	this.setFov( fov );
-
-	return fov;
-};
-
-
-THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
-
-	this.zoom = zoom;
-
-	if ( this.inPerspectiveMode ) {
-
-		this.toPerspective();
-
-	} else {
-
-		this.toOrthographic();
-
-	}
-
-};
-
-THREE.CombinedCamera.prototype.toFrontView = function() {
-
-	this.rotation.x = 0;
-	this.rotation.y = 0;
-	this.rotation.z = 0;
-
-	// should we be modifing the matrix instead?
-
-	this.rotationAutoUpdate = false;
-
-};
-
-THREE.CombinedCamera.prototype.toBackView = function() {
-
-	this.rotation.x = 0;
-	this.rotation.y = Math.PI;
-	this.rotation.z = 0;
-	this.rotationAutoUpdate = false;
-
-};
-
-THREE.CombinedCamera.prototype.toLeftView = function() {
-
-	this.rotation.x = 0;
-	this.rotation.y = - Math.PI / 2;
-	this.rotation.z = 0;
-	this.rotationAutoUpdate = false;
-
-};
-
-THREE.CombinedCamera.prototype.toRightView = function() {
-
-	this.rotation.x = 0;
-	this.rotation.y = Math.PI / 2;
-	this.rotation.z = 0;
-	this.rotationAutoUpdate = false;
-
-};
-
-THREE.CombinedCamera.prototype.toTopView = function() {
-
-	this.rotation.x = - Math.PI / 2;
-	this.rotation.y = 0;
-	this.rotation.z = 0;
-	this.rotationAutoUpdate = false;
-
-};
-
-THREE.CombinedCamera.prototype.toBottomView = function() {
-
-	this.rotation.x = Math.PI / 2;
-	this.rotation.y = 0;
-	this.rotation.z = 0;
-	this.rotationAutoUpdate = false;
-
-};
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- *	- 3d asterisk shape (for line pieces THREE.Line)
- */
-
-THREE.AsteriskGeometry = function ( innerRadius, outerRadius ) {
-
-	THREE.Geometry.call( this );
-
-	var sd = innerRadius;
-	var ed = outerRadius;
-
-	var sd2 = 0.707 * sd;
-	var ed2 = 0.707 * ed;
-
-	var rays = [ [ sd, 0, 0 ], [ ed, 0, 0 ], [ -sd, 0, 0 ], [ -ed, 0, 0 ],
-				 [ 0, sd, 0 ], [ 0, ed, 0 ], [ 0, -sd, 0 ], [ 0, -ed, 0 ],
-				 [ 0, 0, sd ], [ 0, 0, ed ], [ 0, 0, -sd ], [ 0, 0, -ed ],
-				 [ sd2, sd2, 0 ], [ ed2, ed2, 0 ], [ -sd2, -sd2, 0 ], [ -ed2, -ed2, 0 ],
-				 [ sd2, -sd2, 0 ], [ ed2, -ed2, 0 ], [ -sd2, sd2, 0 ], [ -ed2, ed2, 0 ],
-				 [ sd2, 0, sd2 ], [ ed2, 0, ed2 ], [ -sd2, 0, -sd2 ], [ -ed2, 0, -ed2 ],
-				 [ sd2, 0, -sd2 ], [ ed2, 0, -ed2 ], [ -sd2, 0, sd2 ], [ -ed2, 0, ed2 ],
-				 [ 0, sd2, sd2 ], [ 0, ed2, ed2 ], [ 0, -sd2, -sd2 ], [ 0, -ed2, -ed2 ],
-				 [ 0, sd2, -sd2 ], [ 0, ed2, -ed2 ], [ 0, -sd2, sd2 ], [ 0, -ed2, ed2 ]
-	];
-
-	for ( var i = 0, il = rays.length; i < il; i ++ ) {
-
-		var x = rays[ i ][ 0 ];
-		var y = rays[ i ][ 1 ];
-		var z = rays[ i ][ 2 ];
-
-		this.vertices.push( new THREE.Vector3( x, y, z ) );
-
-	}
-
-};
-
-THREE.AsteriskGeometry.prototype = Object.create( THREE.Geometry.prototype );/**
- * @author hughes
- */
-
-THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
-
-    THREE.Geometry.call( this );
-
-    radius = radius || 50;
-
-    thetaStart = thetaStart !== undefined ? thetaStart : 0;
-    thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
-    segments = segments !== undefined ? Math.max( 3, segments ) : 8;
-
-    var i, uvs = [],
-    center = new THREE.Vector3(), centerUV = new THREE.UV( 0.5, 0.5 );
-
-    this.vertices.push(center);
-    uvs.push( centerUV );
-
-    for ( i = 0; i <= segments; i ++ ) {
-
-        var vertex = new THREE.Vector3();
-
-        vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength );
-        vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength );
-
-        this.vertices.push( vertex );
-        uvs.push( new THREE.UV( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
-
-    }
-
-    var n = new THREE.Vector3( 0, 0, -1 );
-
-    for ( i = 1; i <= segments; i ++ ) {
-
-        var v1 = i;
-        var v2 = i + 1 ;
-        var v3 = 0;
-
-        this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
-        this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
-
-    }
-
-    this.computeCentroids();
-    this.computeFaceNormals();
-
-    this.boundingSphere = { radius: radius };
-
-};
-
-THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
-
-THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
-
-	THREE.Geometry.call( this );
-
-	var scope = this;
-
-	this.width = width;
-	this.height = height;
-	this.depth = depth;
-
-	this.widthSegments = widthSegments || 1;
-	this.heightSegments = heightSegments || 1;
-	this.depthSegments = depthSegments || 1;
-
-	var width_half = this.width / 2;
-	var height_half = this.height / 2;
-	var depth_half = this.depth / 2;
-
-	buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
-	buildPlane( 'z', 'y',   1, - 1, this.depth, this.height, - width_half, 1 ); // nx
-	buildPlane( 'x', 'z',   1,   1, this.width, this.depth, height_half, 2 ); // py
-	buildPlane( 'x', 'z',   1, - 1, this.width, this.depth, - height_half, 3 ); // ny
-	buildPlane( 'x', 'y',   1, - 1, this.width, this.height, depth_half, 4 ); // pz
-	buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
-
-	function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
-
-		var w, ix, iy,
-		gridX = scope.widthSegments,
-		gridY = scope.heightSegments,
-		width_half = width / 2,
-		height_half = height / 2,
-		offset = scope.vertices.length;
-
-		if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
-
-			w = 'z';
-
-		} else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
-
-			w = 'y';
-			gridY = scope.depthSegments;
-
-		} else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
-
-			w = 'x';
-			gridX = scope.depthSegments;
-
-		}
-
-		var gridX1 = gridX + 1,
-		gridY1 = gridY + 1,
-		segment_width = width / gridX,
-		segment_height = height / gridY,
-		normal = new THREE.Vector3();
-
-		normal[ w ] = depth > 0 ? 1 : - 1;
-
-		for ( iy = 0; iy < gridY1; iy ++ ) {
-
-			for ( ix = 0; ix < gridX1; ix ++ ) {
-
-				var vector = new THREE.Vector3();
-				vector[ u ] = ( ix * segment_width - width_half ) * udir;
-				vector[ v ] = ( iy * segment_height - height_half ) * vdir;
-				vector[ w ] = depth;
-
-				scope.vertices.push( vector );
-
-			}
-
-		}
-
-		for ( iy = 0; iy < gridY; iy++ ) {
-
-			for ( ix = 0; ix < gridX; ix++ ) {
-
-				var a = ix + gridX1 * iy;
-				var b = ix + gridX1 * ( iy + 1 );
-				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
-				var d = ( ix + 1 ) + gridX1 * iy;
-
-				var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
-				face.normal.copy( normal );
-				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
-				face.materialIndex = materialIndex;
-
-				scope.faces.push( face );
-				scope.faceVertexUvs[ 0 ].push( [
-							new THREE.UV( ix / gridX, 1 - iy / gridY ),
-							new THREE.UV( ix / gridX, 1 - ( iy + 1 ) / gridY ),
-							new THREE.UV( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
-							new THREE.UV( ( ix + 1 ) / gridX, 1 - iy / gridY )
-						] );
-
-			}
-
-		}
-
-	}
-
-	this.computeCentroids();
-	this.mergeVertices();
-
-};
-
-THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {
-
-	THREE.Geometry.call( this );
-
-	radiusTop = radiusTop !== undefined ? radiusTop : 20;
-	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
-	height = height !== undefined ? height : 100;
-
-	var heightHalf = height / 2;
-	var segmentsX = radiusSegments || 8;
-	var segmentsY = heightSegments || 1;
-
-	var x, y, vertices = [], uvs = [];
-
-	for ( y = 0; y <= segmentsY; y ++ ) {
-
-		var verticesRow = [];
-		var uvsRow = [];
-
-		var v = y / segmentsY;
-		var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
-
-		for ( x = 0; x <= segmentsX; x ++ ) {
-
-			var u = x / segmentsX;
-
-			var vertex = new THREE.Vector3();
-			vertex.x = radius * Math.sin( u * Math.PI * 2 );
-			vertex.y = - v * height + heightHalf;
-			vertex.z = radius * Math.cos( u * Math.PI * 2 );
-
-			this.vertices.push( vertex );
-
-			verticesRow.push( this.vertices.length - 1 );
-			uvsRow.push( new THREE.UV( u, 1 - v ) );
-
-		}
-
-		vertices.push( verticesRow );
-		uvs.push( uvsRow );
-
-	}
-
-	var tanTheta = ( radiusBottom - radiusTop ) / height;
-	var na, nb;
-
-	for ( x = 0; x < segmentsX; x ++ ) {
-
-		if ( radiusTop !== 0 ) {
-
-			na = this.vertices[ vertices[ 0 ][ x ] ].clone();
-			nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
-
-		} else {
-
-			na = this.vertices[ vertices[ 1 ][ x ] ].clone();
-			nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
-
-		}
-
-		na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
-		nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
-
-		for ( y = 0; y < segmentsY; y ++ ) {
-
-			var v1 = vertices[ y ][ x ];
-			var v2 = vertices[ y + 1 ][ x ];
-			var v3 = vertices[ y + 1 ][ x + 1 ];
-			var v4 = vertices[ y ][ x + 1 ];
-
-			var n1 = na.clone();
-			var n2 = na.clone();
-			var n3 = nb.clone();
-			var n4 = nb.clone();
-
-			var uv1 = uvs[ y ][ x ].clone();
-			var uv2 = uvs[ y + 1 ][ x ].clone();
-			var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
-			var uv4 = uvs[ y ][ x + 1 ].clone();
-
-			this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
-
-		}
-
-	}
-
-	// top cap
-
-	if ( !openEnded && radiusTop > 0 ) {
-
-		this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
-
-		for ( x = 0; x < segmentsX; x ++ ) {
-
-			var v1 = vertices[ 0 ][ x ];
-			var v2 = vertices[ 0 ][ x + 1 ];
-			var v3 = this.vertices.length - 1;
-
-			var n1 = new THREE.Vector3( 0, 1, 0 );
-			var n2 = new THREE.Vector3( 0, 1, 0 );
-			var n3 = new THREE.Vector3( 0, 1, 0 );
-
-			var uv1 = uvs[ 0 ][ x ].clone();
-			var uv2 = uvs[ 0 ][ x + 1 ].clone();
-			var uv3 = new THREE.UV( uv2.u, 0 );
-
-			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
-		}
-
-	}
-
-	// bottom cap
-
-	if ( !openEnded && radiusBottom > 0 ) {
-
-		this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
-
-		for ( x = 0; x < segmentsX; x ++ ) {
-
-			var v1 = vertices[ y ][ x + 1 ];
-			var v2 = vertices[ y ][ x ];
-			var v3 = this.vertices.length - 1;
-
-			var n1 = new THREE.Vector3( 0, - 1, 0 );
-			var n2 = new THREE.Vector3( 0, - 1, 0 );
-			var n3 = new THREE.Vector3( 0, - 1, 0 );
-
-			var uv1 = uvs[ y ][ x + 1 ].clone();
-			var uv2 = uvs[ y ][ x ].clone();
-			var uv3 = new THREE.UV( uv2.u, 1 );
-
-			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
-		}
-
-	}
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-
-}
-
-THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * Creates extruded geometry from a path shape.
- *
- * parameters = {
- *
- *  size: <float>, // size of the text
- *  height: <float>, // thickness to extrude text
- *  curveSegments: <int>, // number of points on the curves
- *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
- *  amount: <int>, // Amount
- *
- *  bevelEnabled: <bool>, // turn on bevel
- *  bevelThickness: <float>, // how deep into text bevel goes
- *  bevelSize: <float>, // how far from text outline is bevel
- *  bevelSegments: <int>, // number of bevel layers
- *
- *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
- *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
- *
- *  material: <int> // material index for front and back faces
- *  extrudeMaterial: <int> // material index for extrusion and beveled faces
- *  uvGenerator: <Object> // object that provides UV generator functions
- *
- * }
- **/
-
-THREE.ExtrudeGeometry = function ( shapes, options ) {
-
-	if ( typeof( shapes ) === "undefined" ) {
-		shapes = [];
-		return;
-	}
-
-	THREE.Geometry.call( this );
-
-	shapes = shapes instanceof Array ? shapes : [ shapes ];
-
-	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
-
-	this.addShapeList( shapes, options );
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-
-	// can't really use automatic vertex normals
-	// as then front and back sides get smoothed too
-	// should do separate smoothing just for sides
-
-	//this.computeVertexNormals();
-
-	//console.log( "took", ( Date.now() - startTime ) );
-
-};
-
-THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
-	var sl = shapes.length;
-
-	for ( var s = 0; s < sl; s ++ ) {
-		var shape = shapes[ s ];
-		this.addShape( shape, options );
-	}
-};
-
-THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
-
-	var amount = options.amount !== undefined ? options.amount : 100;
-
-	var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
-	var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
-	var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
-
-	var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
-
-	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
-
-	var steps = options.steps !== undefined ? options.steps : 1;
-
-	var extrudePath = options.extrudePath;
-	var extrudePts, extrudeByPath = false;
-
-	var material = options.material;
-	var extrudeMaterial = options.extrudeMaterial;
-
-	// Use default WorldUVGenerator if no UV generators are specified.
-	var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
-
-	var shapebb = this.shapebb;
-	//shapebb = shape.getBoundingBox();
-
-
-
-	var splineTube, binormal, normal, position2;
-	if ( extrudePath ) {
-
-		extrudePts = extrudePath.getSpacedPoints( steps );
-
-		extrudeByPath = true;
-		bevelEnabled = false; // bevels not supported for path extrusion
-
-		// SETUP TNB variables
-
-		// Reuse TNB from TubeGeomtry for now.
-		// TODO1 - have a .isClosed in spline?
-
-		splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
-
-		// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
-
-		binormal = new THREE.Vector3();
-		normal = new THREE.Vector3();
-		position2 = new THREE.Vector3();
-
-	}
-
-	// Safeguards if bevels are not enabled
-
-	if ( ! bevelEnabled ) {
-
-		bevelSegments = 0;
-		bevelThickness = 0;
-		bevelSize = 0;
-
-	}
-
-	// Variables initalization
-
-	var ahole, h, hl; // looping of holes
-	var scope = this;
-	var bevelPoints = [];
-
-	var shapesOffset = this.vertices.length;
-
-	var shapePoints = shape.extractPoints();
-
-	var vertices = shapePoints.shape;
-	var holes = shapePoints.holes;
-
-	var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
-
-	if ( reverse ) {
-
-		vertices = vertices.reverse();
-
-		// Maybe we should also check if holes are in the opposite direction, just to be safe ...
-
-		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
-			ahole = holes[ h ];
-
-			if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
-
-				holes[ h ] = ahole.reverse();
-
-			}
-
-		}
-
-		reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
-
-	}
-
-
-	var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
-
-	/* Vertices */
-
-	var contour = vertices; // vertices has all points but contour has only points of circumference
-
-	for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
-
-		ahole = holes[ h ];
-
-		vertices = vertices.concat( ahole );
-
-	}
-
-
-	function scalePt2 ( pt, vec, size ) {
-
-		if ( !vec ) console.log( "die" );
-
-		return vec.clone().multiplyScalar( size ).addSelf( pt );
-
-	}
-
-	var b, bs, t, z,
-		vert, vlen = vertices.length,
-		face, flen = faces.length,
-		cont, clen = contour.length;
-
-
-	// Find directions for point movement
-
-	var RAD_TO_DEGREES = 180 / Math.PI;
-
-
-	function getBevelVec( pt_i, pt_j, pt_k ) {
-
-		// Algorithm 2
-
-		return getBevelVec2( pt_i, pt_j, pt_k );
-
-	}
-
-	function getBevelVec1( pt_i, pt_j, pt_k ) {
-
-		var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
-		var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
-
-		if ( anglea > angleb ) {
-
-			angleb += Math.PI * 2;
-
-		}
-
-		var anglec = ( anglea + angleb ) / 2;
-
-
-		//console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
-
-		var x = - Math.cos( anglec );
-		var y = - Math.sin( anglec );
-
-		var vec = new THREE.Vector2( x, y ); //.normalize();
-
-		return vec;
-
-	}
-
-	function getBevelVec2( pt_i, pt_j, pt_k ) {
-
-		var a = THREE.ExtrudeGeometry.__v1,
-			b = THREE.ExtrudeGeometry.__v2,
-			v_hat = THREE.ExtrudeGeometry.__v3,
-			w_hat = THREE.ExtrudeGeometry.__v4,
-			p = THREE.ExtrudeGeometry.__v5,
-			q = THREE.ExtrudeGeometry.__v6,
-			v, w,
-			v_dot_w_hat, q_sub_p_dot_w_hat,
-			s, intersection;
-
-		// good reading for line-line intersection
-		// http://sputsoft.com/blog/2010/03/line-line-intersection.html
-
-		// define a as vector j->i
-		// define b as vectot k->i
-
-		a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
-		b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
-
-		// get unit vectors
-
-		v = a.normalize();
-		w = b.normalize();
-
-		// normals from pt i
-
-		v_hat.set( -v.y, v.x );
-		w_hat.set( w.y, -w.x );
-
-		// pts from i
-
-		p.copy( pt_i ).addSelf( v_hat );
-		q.copy( pt_i ).addSelf( w_hat );
-
-		if ( p.equals( q ) ) {
-
-			//console.log("Warning: lines are straight");
-			return w_hat.clone();
-
-		}
-
-		// Points from j, k. helps prevents points cross overover most of the time
-
-		p.copy( pt_j ).addSelf( v_hat );
-		q.copy( pt_k ).addSelf( w_hat );
-
-		v_dot_w_hat = v.dot( w_hat );
-		q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat );
-
-		// We should not reach these conditions
-
-		if ( v_dot_w_hat === 0 ) {
-
-			console.log( "Either infinite or no solutions!" );
-
-			if ( q_sub_p_dot_w_hat === 0 ) {
-
-				console.log( "Its finite solutions." );
-
-			} else {
-
-				console.log( "Too bad, no solutions." );
-
-			}
-
-		}
-
-		s = q_sub_p_dot_w_hat / v_dot_w_hat;
-
-		if ( s < 0 ) {
-
-			// in case of emergecy, revert to algorithm 1.
-
-			return getBevelVec1( pt_i, pt_j, pt_k );
-
-		}
-
-		intersection = v.multiplyScalar( s ).addSelf( p );
-
-		return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
-
-	}
-
-	var contourMovements = [];
-
-	for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
-
-		if ( j === il ) j = 0;
-		if ( k === il ) k = 0;
-
-		//  (j)---(i)---(k)
-		// console.log('i,j,k', i, j , k)
-
-		var pt_i = contour[ i ];
-		var pt_j = contour[ j ];
-		var pt_k = contour[ k ];
-
-		contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
-
-	}
-
-	var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
-
-	for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
-		ahole = holes[ h ];
-
-		oneHoleMovements = [];
-
-		for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
-
-			if ( j === il ) j = 0;
-			if ( k === il ) k = 0;
-
-			//  (j)---(i)---(k)
-			oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
-
-		}
-
-		holesMovements.push( oneHoleMovements );
-		verticesMovements = verticesMovements.concat( oneHoleMovements );
-
-	}
-
-
-	// Loop bevelSegments, 1 for the front, 1 for the back
-
-	for ( b = 0; b < bevelSegments; b ++ ) {
-	//for ( b = bevelSegments; b > 0; b -- ) {
-
-		t = b / bevelSegments;
-		z = bevelThickness * ( 1 - t );
-
-		//z = bevelThickness * t;
-		bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
-		//bs = bevelSize * t ; // linear
-
-		// contract shape
-
-		for ( i = 0, il = contour.length; i < il; i ++ ) {
-
-			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
-			//vert = scalePt( contour[ i ], contourCentroid, bs, false );
-			v( vert.x, vert.y,  - z );
-
-		}
-
-		// expand holes
-
-		for ( h = 0, hl = holes.length; h < hl; h++ ) {
-
-			ahole = holes[ h ];
-			oneHoleMovements = holesMovements[ h ];
-
-			for ( i = 0, il = ahole.length; i < il; i++ ) {
-
-				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
-				//vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
-
-				v( vert.x, vert.y,  -z );
-
-			}
-
-		}
-
-	}
-
-	bs = bevelSize;
-
-	// Back facing vertices
-
-	for ( i = 0; i < vlen; i ++ ) {
-
-		vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
-
-		if ( !extrudeByPath ) {
-
-			v( vert.x, vert.y, 0 );
-
-		} else {
-
-			// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
-
-			normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
-			binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
-
-			position2.copy( extrudePts[0] ).addSelf(normal).addSelf(binormal);
-
-			v( position2.x, position2.y, position2.z );
-
-		}
-
-	}
-
-	// Add stepped vertices...
-	// Including front facing vertices
-
-	var s;
-
-	for ( s = 1; s <= steps; s ++ ) {
-
-		for ( i = 0; i < vlen; i ++ ) {
-
-			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
-
-			if ( !extrudeByPath ) {
-
-				v( vert.x, vert.y, amount / steps * s );
-
-			} else {
-
-				// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
-
-				normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
-				binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
-
-				position2.copy( extrudePts[s] ).addSelf( normal ).addSelf( binormal );
-
-				v( position2.x, position2.y, position2.z );
-
-			}
-
-		}
-
-	}
-
-
-	// Add bevel segments planes
-
-	//for ( b = 1; b <= bevelSegments; b ++ ) {
-	for ( b = bevelSegments - 1; b >= 0; b -- ) {
-
-		t = b / bevelSegments;
-		z = bevelThickness * ( 1 - t );
-		//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
-		bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
-
-		// contract shape
-
-		for ( i = 0, il = contour.length; i < il; i ++ ) {
-
-			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
-			v( vert.x, vert.y,  amount + z );
-
-		}
-
-		// expand holes
-
-		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
-			ahole = holes[ h ];
-			oneHoleMovements = holesMovements[ h ];
-
-			for ( i = 0, il = ahole.length; i < il; i ++ ) {
-
-				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
-
-				if ( !extrudeByPath ) {
-
-					v( vert.x, vert.y,  amount + z );
-
-				} else {
-
-					v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
-
-				}
-
-			}
-
-		}
-
-	}
-
-	/* Faces */
-
-	// Top and bottom faces
-
-	buildLidFaces();
-
-	// Sides faces
-
-	buildSideFaces();
-
-
-	/////  Internal functions
-
-	function buildLidFaces() {
-
-		if ( bevelEnabled ) {
-
-			var layer = 0 ; // steps + 1
-			var offset = vlen * layer;
-
-			// Bottom faces
-
-			for ( i = 0; i < flen; i ++ ) {
-
-				face = faces[ i ];
-				f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
-
-			}
-
-			layer = steps + bevelSegments * 2;
-			offset = vlen * layer;
-
-			// Top faces
-
-			for ( i = 0; i < flen; i ++ ) {
-
-				face = faces[ i ];
-				f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
-
-			}
-
-		} else {
-
-			// Bottom faces
-
-			for ( i = 0; i < flen; i++ ) {
-
-				face = faces[ i ];
-				f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
-
-			}
-
-			// Top faces
-
-			for ( i = 0; i < flen; i ++ ) {
-
-				face = faces[ i ];
-				f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
-
-			}
-		}
-
-	}
-
-	// Create faces for the z-sides of the shape
-
-	function buildSideFaces() {
-
-		var layeroffset = 0;
-		sidewalls( contour, layeroffset );
-		layeroffset += contour.length;
-
-		for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
-
-			ahole = holes[ h ];
-			sidewalls( ahole, layeroffset );
-
-			//, true
-			layeroffset += ahole.length;
-
-		}
-
-	}
-
-	function sidewalls( contour, layeroffset ) {
-
-		var j, k;
-		i = contour.length;
-
-		while ( --i >= 0 ) {
-
-			j = i;
-			k = i - 1;
-			if ( k < 0 ) k = contour.length - 1;
-
-			//console.log('b', i,j, i-1, k,vertices.length);
-
-			var s = 0, sl = steps  + bevelSegments * 2;
-
-			for ( s = 0; s < sl; s ++ ) {
-
-				var slen1 = vlen * s;
-				var slen2 = vlen * ( s + 1 );
-
-				var a = layeroffset + j + slen1,
-					b = layeroffset + k + slen1,
-					c = layeroffset + k + slen2,
-					d = layeroffset + j + slen2;
-
-				f4( a, b, c, d, contour, s, sl, j, k );
-
-			}
-		}
-
-	}
-
-
-	function v( x, y, z ) {
-
-		scope.vertices.push( new THREE.Vector3( x, y, z ) );
-
-	}
-
-	function f3( a, b, c, isBottom ) {
-
-		a += shapesOffset;
-		b += shapesOffset;
-		c += shapesOffset;
-
-		// normal, color, material
-		scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
-
-		var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
-
- 		scope.faceVertexUvs[ 0 ].push( uvs );
-
-	}
-
-	function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
-
-		a += shapesOffset;
-		b += shapesOffset;
-		c += shapesOffset;
-		d += shapesOffset;
-
- 		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );
-
- 		var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
- 		                                    stepIndex, stepsLength, contourIndex1, contourIndex2 );
- 		scope.faceVertexUvs[ 0 ].push( uvs );
-
-	}
-
-};
-
-THREE.ExtrudeGeometry.WorldUVGenerator = {
-
-	generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
-		var ax = geometry.vertices[ indexA ].x,
-			ay = geometry.vertices[ indexA ].y,
-
-			bx = geometry.vertices[ indexB ].x,
-			by = geometry.vertices[ indexB ].y,
-
-			cx = geometry.vertices[ indexC ].x,
-			cy = geometry.vertices[ indexC ].y;
-
-		return [
-			new THREE.UV( ax, ay ),
-			new THREE.UV( bx, by ),
-			new THREE.UV( cx, cy )
-		];
-
-	},
-
-	generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
-
-		return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
-
-	},
-
-	generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
-	                              indexA, indexB, indexC, indexD, stepIndex, stepsLength,
-	                              contourIndex1, contourIndex2 ) {
-
-		var ax = geometry.vertices[ indexA ].x,
-			ay = geometry.vertices[ indexA ].y,
-			az = geometry.vertices[ indexA ].z,
-
-			bx = geometry.vertices[ indexB ].x,
-			by = geometry.vertices[ indexB ].y,
-			bz = geometry.vertices[ indexB ].z,
-
-			cx = geometry.vertices[ indexC ].x,
-			cy = geometry.vertices[ indexC ].y,
-			cz = geometry.vertices[ indexC ].z,
-
-			dx = geometry.vertices[ indexD ].x,
-			dy = geometry.vertices[ indexD ].y,
-			dz = geometry.vertices[ indexD ].z;
-
-		if ( Math.abs( ay - by ) < 0.01 ) {
-			return [
-				new THREE.UV( ax, 1 - az ),
-				new THREE.UV( bx, 1 - bz ),
-				new THREE.UV( cx, 1 - cz ),
-				new THREE.UV( dx, 1 - dz )
-			];
-		} else {
-			return [
-				new THREE.UV( ay, 1 - az ),
-				new THREE.UV( by, 1 - bz ),
-				new THREE.UV( cy, 1 - cz ),
-				new THREE.UV( dy, 1 - dz )
-			];
-		}
-	}
-};
-
-THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
-/**
- * @author jonobr1 / http://jonobr1.com
- *
- * Creates a one-sided polygonal geometry from a path shape. Similar to
- * ExtrudeGeometry.
- *
- * parameters = {
- *
- *	curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
- *
- *	material: <int> // material index for front and back faces
- *	uvGenerator: <Object> // object that provides UV generator functions
- *
- * }
- **/
-
-THREE.ShapeGeometry = function ( shapes, options ) {
-
-	THREE.Geometry.call( this );
-
-	if ( shapes instanceof Array === false ) shapes = [ shapes ];
-
-	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
-
-	this.addShapeList( shapes, options );
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-
-};
-
-THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-/**
- * Add an array of shapes to THREE.ShapeGeometry.
- */
-THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
-
-	for ( var i = 0, l = shapes.length; i < l; i++ ) {
-
-		this.addShape( shapes[ i ], options );
-
-	}
-
-	return this;
-
-};
-
-/**
- * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
- */
-THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
-
-	if ( options === undefined ) options = {};
-
-	var material = options.material;
-	var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
-
-	var shapebb = this.shapebb;
-
-	//
-
-	var i, l, hole, s;
-
-	var shapesOffset = this.vertices.length;
-	var shapePoints = shape.extractPoints();
-
-	var vertices = shapePoints.shape;
-	var holes = shapePoints.holes;
-
-	var reverse = !THREE.Shape.Utils.isClockWise( vertices );
-
-	if ( reverse ) {
-
-		vertices = vertices.reverse();
-
-		// Maybe we should also check if holes are in the opposite direction, just to be safe...
-
-		for ( i = 0, l = holes.length; i < l; i++ ) {
-
-			hole = holes[ i ];
-
-			if ( THREE.Shape.Utils.isClockWise( hole ) ) {
-
-				holes[ i ] = hole.reverse();
-
-			}
-
-		}
-
-		reverse = false;
-
-	}
-
-	var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
-
-	// Vertices
-
-	var contour = vertices;
-
-	for ( i = 0, l = holes.length; i < l; i++ ) {
-
-		hole = holes[ i ];
-		vertices = vertices.concat( hole );
-
-	}
-
-	//
-
-	var vert, vlen = vertices.length;
-	var face, flen = faces.length;
-	var cont, clen = contour.length;
-
-	for ( i = 0; i < vlen; i++ ) {
-
-		vert = vertices[ i ];
-
-		this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
-
-	}
-
-	for ( i = 0; i < flen; i++ ) {
-
-		face = faces[ i ];
-
-		var a = face[ 0 ] + shapesOffset;
-		var b = face[ 1 ] + shapesOffset;
-		var c = face[ 2 ] + shapesOffset;
-
-		this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
-		this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
-
-	}
-
-};
-/**
- * @author astrodud / http://astrodud.isgreat.org/
- * @author zz85 / https://github.com/zz85
- */
-
-THREE.LatheGeometry = function ( points, steps, angle ) {
-
-	THREE.Geometry.call( this );
-
-	var _steps = steps || 12;
-	var _angle = angle || 2 * Math.PI;
-
-	var _newV = [];
-	var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps );
-
-	for ( var j = 0; j < points.length; j ++ ) {
-
-		_newV[ j ] = points[ j ].clone();
-		this.vertices.push( _newV[ j ] );
-
-	}
-
-	var i, il = _steps + 1;
-
-	for ( i = 0; i < il; i ++ ) {
-
-		for ( var j = 0; j < _newV.length; j ++ ) {
-
-			_newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() );
-			this.vertices.push( _newV[ j ] );
-
-		}
-
-	}
-
-	for ( i = 0; i < _steps; i ++ ) {
-
-		for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) {
-
-			var a = i * kl + k;
-			var b = ( ( i + 1 ) % il ) * kl + k;
-			var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl;
-			var d = i * kl + ( k + 1 ) % kl;
-
-			this.faces.push( new THREE.Face4( a, b, c, d ) );
-
-			this.faceVertexUvs[ 0 ].push( [
-
-				new THREE.UV( 1 - i / _steps, k / kl ),
-				new THREE.UV( 1 - ( i + 1 ) / _steps, k / kl ),
-				new THREE.UV( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ),
-				new THREE.UV( 1 - i / _steps, ( k + 1 ) / kl )
-				
-			] );
-
-		}
-
-	}
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
-
-THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
-
-	THREE.Geometry.call( this );
-
-	this.width = width;
-	this.height = height;
-
-	this.widthSegments = widthSegments || 1;
-	this.heightSegments = heightSegments || 1;
-
-	var ix, iz;
-	var width_half = width / 2;
-	var height_half = height / 2;
-
-	var gridX = this.widthSegments;
-	var gridZ = this.heightSegments;
-
-	var gridX1 = gridX + 1;
-	var gridZ1 = gridZ + 1;
-
-	var segment_width = this.width / gridX;
-	var segment_height = this.height / gridZ;
-
-	var normal = new THREE.Vector3( 0, 0, 1 );
-
-	for ( iz = 0; iz < gridZ1; iz ++ ) {
-
-		for ( ix = 0; ix < gridX1; ix ++ ) {
-
-			var x = ix * segment_width - width_half;
-			var y = iz * segment_height - height_half;
-
-			this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
-
-		}
-
-	}
-
-	for ( iz = 0; iz < gridZ; iz ++ ) {
-
-		for ( ix = 0; ix < gridX; ix ++ ) {
-
-			var a = ix + gridX1 * iz;
-			var b = ix + gridX1 * ( iz + 1 );
-			var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
-			var d = ( ix + 1 ) + gridX1 * iz;
-
-			var face = new THREE.Face4( a, b, c, d );
-			face.normal.copy( normal );
-			face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
-
-			this.faces.push( face );
-			this.faceVertexUvs[ 0 ].push( [
-				new THREE.UV( ix / gridX, 1 - iz / gridZ ),
-				new THREE.UV( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
-				new THREE.UV( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
-				new THREE.UV( ( ix + 1 ) / gridX, 1 - iz / gridZ )
-			] );
-
-		}
-
-	}
-
-	this.computeCentroids();
-
-};
-
-THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
-
-	THREE.Geometry.call( this );
-
-	this.radius = radius || 50;
-
-	this.widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
-	this.heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
-
-	phiStart = phiStart !== undefined ? phiStart : 0;
-	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
-
-	thetaStart = thetaStart !== undefined ? thetaStart : 0;
-	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
-
-	var x, y, vertices = [], uvs = [];
-
-	for ( y = 0; y <= this.heightSegments; y ++ ) {
-
-		var verticesRow = [];
-		var uvsRow = [];
-
-		for ( x = 0; x <= this.widthSegments; x ++ ) {
-
-			var u = x / this.widthSegments;
-			var v = y / this.heightSegments;
-
-			var vertex = new THREE.Vector3();
-			vertex.x = - this.radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
-			vertex.y = this.radius * Math.cos( thetaStart + v * thetaLength );
-			vertex.z = this.radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
-
-			this.vertices.push( vertex );
-
-			verticesRow.push( this.vertices.length - 1 );
-			uvsRow.push( new THREE.UV( u, 1 - v ) );
-
-		}
-
-		vertices.push( verticesRow );
-		uvs.push( uvsRow );
-
-	}
-
-	for ( y = 0; y < this.heightSegments; y ++ ) {
-
-		for ( x = 0; x < this.widthSegments; x ++ ) {
-
-			var v1 = vertices[ y ][ x + 1 ];
-			var v2 = vertices[ y ][ x ];
-			var v3 = vertices[ y + 1 ][ x ];
-			var v4 = vertices[ y + 1 ][ x + 1 ];
-
-			var n1 = this.vertices[ v1 ].clone().normalize();
-			var n2 = this.vertices[ v2 ].clone().normalize();
-			var n3 = this.vertices[ v3 ].clone().normalize();
-			var n4 = this.vertices[ v4 ].clone().normalize();
-
-			var uv1 = uvs[ y ][ x + 1 ].clone();
-			var uv2 = uvs[ y ][ x ].clone();
-			var uv3 = uvs[ y + 1 ][ x ].clone();
-			var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
-
-			if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {
-
-				this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
-				this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
-
-			} else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
-
-				this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
-				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
-			} else {
-
-				this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
-				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
-
-			}
-
-		}
-
-	}
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-
-	this.boundingSphere = { radius: this.radius };
-
-};
-
-THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For creating 3D text geometry in three.js
- *
- * Text = 3D Text
- *
- * parameters = {
- *  size: 			<float>, 	// size of the text
- *  height: 		<float>, 	// thickness to extrude text
- *  curveSegments: 	<int>,		// number of points on the curves
- *
- *  font: 			<string>,		// font name
- *  weight: 		<string>,		// font weight (normal, bold)
- *  style: 			<string>,		// font style  (normal, italics)
- *
- *  bevelEnabled:	<bool>,			// turn on bevel
- *  bevelThickness: <float>, 		// how deep into text bevel goes
- *  bevelSize:		<float>, 		// how far from text outline is bevel
- *  }
- *
- */
-
-/*	Usage Examples
-
-	// TextGeometry wrapper
-
-	var text3d = new TextGeometry( text, options );
-
-	// Complete manner
-
-	var textShapes = THREE.FontUtils.generateShapes( text, options );
-	var text3d = new ExtrudeGeometry( textShapes, options );
-
-*/
-
-
-THREE.TextGeometry = function ( text, parameters ) {
-
-	var textShapes = THREE.FontUtils.generateShapes( text, parameters );
-
-	// translate parameters to ExtrudeGeometry API
-
-	parameters.amount = parameters.height !== undefined ? parameters.height : 50;
-
-	// defaults
-
-	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
-	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
-	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
-
-	THREE.ExtrudeGeometry.call( this, textShapes, parameters );
-
-};
-
-THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
-/**
- * @author oosmoxiecode
- * @author mrdoob / http://mrdoob.com/
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
- */
-
-THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
-
-	THREE.Geometry.call( this );
-
-	var scope = this;
-
-	this.radius = radius || 100;
-	this.tube = tube || 40;
-	this.radialSegments = radialSegments || 8;
-	this.tubularSegments = tubularSegments || 6;
-	this.arc = arc || Math.PI * 2;
-
-	var center = new THREE.Vector3(), uvs = [], normals = [];
-
-	for ( var j = 0; j <= this.radialSegments; j ++ ) {
-
-		for ( var i = 0; i <= this.tubularSegments; i ++ ) {
-
-			var u = i / this.tubularSegments * this.arc;
-			var v = j / this.radialSegments * Math.PI * 2;
-
-			center.x = this.radius * Math.cos( u );
-			center.y = this.radius * Math.sin( u );
-
-			var vertex = new THREE.Vector3();
-			vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
-			vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
-			vertex.z = this.tube * Math.sin( v );
-
-			this.vertices.push( vertex );
-
-			uvs.push( new THREE.UV( i / this.tubularSegments, j / this.radialSegments ) );
-			normals.push( vertex.clone().subSelf( center ).normalize() );
-
-		}
-	}
-
-
-	for ( var j = 1; j <= this.radialSegments; j ++ ) {
-
-		for ( var i = 1; i <= this.tubularSegments; i ++ ) {
-
-			var a = ( this.tubularSegments + 1 ) * j + i - 1;
-			var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
-			var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
-			var d = ( this.tubularSegments + 1 ) * j + i;
-
-			var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
-			face.normal.addSelf( normals[ a ] );
-			face.normal.addSelf( normals[ b ] );
-			face.normal.addSelf( normals[ c ] );
-			face.normal.addSelf( normals[ d ] );
-			face.normal.normalize();
-
-			this.faces.push( face );
-
-			this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
-		}
-
-	}
-
-	this.computeCentroids();
-
-};
-
-THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author oosmoxiecode
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
- */
-
-THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
-
-	THREE.Geometry.call( this );
-
-	var scope = this;
-
-	this.radius = radius || 200;
-	this.tube = tube || 40;
-	this.radialSegments = radialSegments || 64;
-	this.tubularSegments = tubularSegments || 8;
-	this.p = p || 2;
-	this.q = q || 3;
-	this.heightScale = heightScale || 1;
-	this.grid = new Array(this.radialSegments);
-
-	var tang = new THREE.Vector3();
-	var n = new THREE.Vector3();
-	var bitan = new THREE.Vector3();
-
-	for ( var i = 0; i < this.radialSegments; ++ i ) {
-
-		this.grid[ i ] = new Array( this.tubularSegments );
-
-		for ( var j = 0; j < this.tubularSegments; ++ j ) {
-
-			var u = i / this.radialSegments * 2 * this.p * Math.PI;
-			var v = j / this.tubularSegments * 2 * Math.PI;
-			var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
-			var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
-			var cx, cy;
-
-			tang.sub( p2, p1 );
-			n.add( p2, p1 );
-
-			bitan.cross( tang, n );
-			n.cross( bitan, tang );
-			bitan.normalize();
-			n.normalize();
-
-			cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
-			cy = this.tube * Math.sin( v );
-
-			p1.x += cx * n.x + cy * bitan.x;
-			p1.y += cx * n.y + cy * bitan.y;
-			p1.z += cx * n.z + cy * bitan.z;
-
-			this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );
-
-		}
-
-	}
-
-	for ( var i = 0; i < this.radialSegments; ++ i ) {
-
-		for ( var j = 0; j < this.tubularSegments; ++ j ) {
-
-			var ip = ( i + 1 ) % this.radialSegments;
-			var jp = ( j + 1 ) % this.tubularSegments;
-
-			var a = this.grid[ i ][ j ];
-			var b = this.grid[ ip ][ j ];
-			var c = this.grid[ ip ][ jp ];
-			var d = this.grid[ i ][ jp ];
-
-			var uva = new THREE.UV( i / this.radialSegments, j / this.tubularSegments );
-			var uvb = new THREE.UV( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
-			var uvc = new THREE.UV( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
-			var uvd = new THREE.UV( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );
-
-			this.faces.push( new THREE.Face4( a, b, c, d ) );
-			this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );
-
-		}
-	}
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-	function vert( x, y, z ) {
-
-		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
-
-	}
-
-	function getPos( u, v, in_q, in_p, radius, heightScale ) {
-
-		var cu = Math.cos( u );
-		var cv = Math.cos( v );
-		var su = Math.sin( u );
-		var quOverP = in_q / in_p * u;
-		var cs = Math.cos( quOverP );
-
-		var tx = radius * ( 2 + cs ) * 0.5 * cu;
-		var ty = radius * ( 2 + cs ) * su * 0.5;
-		var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
-
-		return new THREE.Vector3( tx, ty, tz );
-
-	}
-
-};
-
-THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author WestLangley / https://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- * @author miningold / https://github.com/miningold
- *
- * Modified from the TorusKnotGeometry by @oosmoxiecode
- *
- * Creates a tube which extrudes along a 3d spline
- *
- * Uses parallel transport frames as described in
- * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
- */
-
-THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {
-
-	THREE.Geometry.call( this );
-
-	this.path = path;
-	this.segments = segments || 64;
-	this.radius = radius || 1;
-	this.radiusSegments = radiusSegments || 8;
-	this.closed = closed || false;
-
-	if ( debug ) this.debug = new THREE.Object3D();
-
-	this.grid = [];
-
-	var scope = this,
-
-		tangent,
-		normal,
-		binormal,
-
-		numpoints = this.segments + 1,
-
-		x, y, z,
-		tx, ty, tz,
-		u, v,
-
-		cx, cy,
-		pos, pos2 = new THREE.Vector3(),
-		i, j,
-		ip, jp,
-		a, b, c, d,
-		uva, uvb, uvc, uvd;
-
-	var frames = new THREE.TubeGeometry.FrenetFrames(path, segments, closed),
-		tangents = frames.tangents,
-		normals = frames.normals,
-		binormals = frames.binormals;
-
-	// proxy internals
-	this.tangents = tangents;
-	this.normals = normals;
-	this.binormals = binormals;
-
-	function vert( x, y, z ) {
-
-		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
-
-	}
-
-
-	// consruct the grid
-
-	for ( i = 0; i < numpoints; i++ ) {
-
-		this.grid[ i ] = [];
-
-		u = i / ( numpoints - 1 );
-
-		pos = path.getPointAt( u );
-
-		tangent = tangents[ i ];
-		normal = normals[ i ];
-		binormal = binormals[ i ];
-
-		if ( this.debug ) {
-
-			this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
-			this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
-			this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );
-
-		}
-
-		for ( j = 0; j < this.radiusSegments; j++ ) {
-
-			v = j / this.radiusSegments * 2 * Math.PI;
-
-			cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
-			cy = this.radius * Math.sin( v );
-
-			pos2.copy( pos );
-			pos2.x += cx * normal.x + cy * binormal.x;
-			pos2.y += cx * normal.y + cy * binormal.y;
-			pos2.z += cx * normal.z + cy * binormal.z;
-
-			this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
-
-		}
-	}
-
-
-	// construct the mesh
-
-	for ( i = 0; i < this.segments; i++ ) {
-
-		for ( j = 0; j < this.radiusSegments; j++ ) {
-
-			ip = ( closed ) ? (i + 1) % this.segments : i + 1;
-			jp = (j + 1) % this.radiusSegments;
-
-			a = this.grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
-			b = this.grid[ ip ][ j ];
-			c = this.grid[ ip ][ jp ];
-			d = this.grid[ i ][ jp ];
-
-			uva = new THREE.UV( i / this.segments, j / this.radiusSegments );
-			uvb = new THREE.UV( ( i + 1 ) / this.segments, j / this.radiusSegments );
-			uvc = new THREE.UV( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
-			uvd = new THREE.UV( i / this.segments, ( j + 1 ) / this.radiusSegments );
-
-			this.faces.push( new THREE.Face4( a, b, c, d ) );
-			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );
-
-		}
-	}
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-
-// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
-THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
-
-	var 
-		tangent = new THREE.Vector3(),
-		normal = new THREE.Vector3(),
-		binormal = new THREE.Vector3(),
-
-		tangents = [],
-		normals = [],
-		binormals = [],
-
-		vec = new THREE.Vector3(),
-		mat = new THREE.Matrix4(),
-
-		numpoints = segments + 1,
-		theta,
-		epsilon = 0.0001,
-		smallest,
-
-		tx, ty, tz,
-		i, u, v;
-
-
-	// expose internals
-	this.tangents = tangents;
-	this.normals = normals;
-	this.binormals = binormals;
-
-	// compute the tangent vectors for each segment on the path
-
-	for ( i = 0; i < numpoints; i++ ) {
-
-		u = i / ( numpoints - 1 );
-
-		tangents[ i ] = path.getTangentAt( u );
-		tangents[ i ].normalize();
-
-	}
-
-	initialNormal3();
-
-	function initialNormal1(lastBinormal) {
-		// fixed start binormal. Has dangers of 0 vectors
-		normals[ 0 ] = new THREE.Vector3();
-		binormals[ 0 ] = new THREE.Vector3();
-		if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
-		normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize();
-		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
-	}
-
-	function initialNormal2() {
-
-		// This uses the Frenet-Serret formula for deriving binormal
-		var t2 = path.getTangentAt( epsilon );
-
-		normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize();
-		binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] );
-
-		normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
-		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
-
-	}
-
-	function initialNormal3() {
-		// select an initial normal vector perpenicular to the first tangent vector,
-		// and in the direction of the smallest tangent xyz component
-
-		normals[ 0 ] = new THREE.Vector3();
-		binormals[ 0 ] = new THREE.Vector3();
-		smallest = Number.MAX_VALUE;
-		tx = Math.abs( tangents[ 0 ].x );
-		ty = Math.abs( tangents[ 0 ].y );
-		tz = Math.abs( tangents[ 0 ].z );
-
-		if ( tx <= smallest ) {
-			smallest = tx;
-			normal.set( 1, 0, 0 );
-		}
-
-		if ( ty <= smallest ) {
-			smallest = ty;
-			normal.set( 0, 1, 0 );
-		}
-
-		if ( tz <= smallest ) {
-			normal.set( 0, 0, 1 );
-		}
-
-		vec.cross( tangents[ 0 ], normal ).normalize();
-
-		normals[ 0 ].cross( tangents[ 0 ], vec );
-		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] );
-	}
-
-
-	// compute the slowly-varying normal and binormal vectors for each segment on the path
-
-	for ( i = 1; i < numpoints; i++ ) {
-
-		normals[ i ] = normals[ i-1 ].clone();
-
-		binormals[ i ] = binormals[ i-1 ].clone();
-
-		vec.cross( tangents[ i-1 ], tangents[ i ] );
-
-		if ( vec.length() > epsilon ) {
-
-			vec.normalize();
-
-			theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
-
-			mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] );
-
-		}
-
-		binormals[ i ].cross( tangents[ i ], normals[ i ] );
-
-	}
-
-
-	// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
-
-	if ( closed ) {
-
-		theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
-		theta /= ( numpoints - 1 );
-
-		if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
-
-			theta = -theta;
-
-		}
-
-		for ( i = 1; i < numpoints; i++ ) {
-
-			// twist a little...
-			mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] );
-			binormals[ i ].cross( tangents[ i ], normals[ i ] );
-
-		}
-
-	}
-};
-/**
- * @author clockworkgeek / https://github.com/clockworkgeek
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
-
-	THREE.Geometry.call( this );
-
-	radius = radius || 1;
-	detail = detail || 0;
-
-	var that = this;
-
-	for ( var i = 0, l = vertices.length; i < l; i ++ ) {
-
-		prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
-
-	}
-
-	var midpoints = [], p = this.vertices;
-
-	for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
-		make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );
-
-	}
-
-	this.mergeVertices();
-
-	// Apply radius
-
-	for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
-
-		this.vertices[ i ].multiplyScalar( radius );
-
-	}
-
-
-	// Project vector onto sphere's surface
-
-	function prepare( vector ) {
-
-		var vertex = vector.normalize().clone();
-		vertex.index = that.vertices.push( vertex ) - 1;
-
-		// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
-
-		var u = azimuth( vector ) / 2 / Math.PI + 0.5;
-		var v = inclination( vector ) / Math.PI + 0.5;
-		vertex.uv = new THREE.UV( u, 1 - v );
-
-		return vertex;
-
-	}
-
-
-	// Approximate a curved face with recursively sub-divided triangles.
-
-	function make( v1, v2, v3, detail ) {
-
-		if ( detail < 1 ) {
-
-			var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
-			face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 );
-			face.normal = face.centroid.clone().normalize();
-			that.faces.push( face );
-
-			var azi = azimuth( face.centroid );
-			that.faceVertexUvs[ 0 ].push( [
-				correctUV( v1.uv, v1, azi ),
-				correctUV( v2.uv, v2, azi ),
-				correctUV( v3.uv, v3, azi )
-			] );
-
-		} else {
-
-			detail -= 1;
-
-			// split triangle into 4 smaller triangles
-
-			make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
-			make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
-			make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
-			make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant
-
-		}
-
-	}
-
-	function midpoint( v1, v2 ) {
-
-		if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
-		if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];
-
-		var mid = midpoints[ v1.index ][ v2.index ];
-
-		if ( mid === undefined ) {
-
-			// generate mean point and project to surface with prepare()
-
-			midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
-				new THREE.Vector3().add( v1, v2 ).divideScalar( 2 )
-			);
-		}
-
-		return mid;
-
-	}
-
-
-	// Angle around the Y axis, counter-clockwise when looking from above.
-
-	function azimuth( vector ) {
-
-		return Math.atan2( vector.z, -vector.x );
-
-	}
-
-
-	// Angle above the XZ plane.
-
-	function inclination( vector ) {
-
-		return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
-
-	}
-
-
-	// Texture fixing helper. Spheres have some odd behaviours.
-
-	function correctUV( uv, vector, azimuth ) {
-
-		if ( ( azimuth < 0 ) && ( uv.u === 1 ) ) uv = new THREE.UV( uv.u - 1, uv.v );
-		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v );
-		return uv;
-
-	}
-
-	this.computeCentroids();
-
-	this.boundingSphere = { radius: radius };
-
-};
-
-THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.IcosahedronGeometry = function ( radius, detail ) {
-
-	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
-
-	var vertices = [
-		[ -1,  t,  0 ], [  1, t, 0 ], [ -1, -t,  0 ], [  1, -t,  0 ],
-		[  0, -1,  t ], [  0, 1, t ], [  0, -1, -t ], [  0,  1, -t ],
-		[  t,  0, -1 ], [  t, 0, 1 ], [ -t,  0, -1 ], [ -t,  0,  1 ]
-	];
-
-	var faces = [
-		[ 0, 11,  5 ], [ 0,  5,  1 ], [  0,  1,  7 ], [  0,  7, 10 ], [  0, 10, 11 ],
-		[ 1,  5,  9 ], [ 5, 11,  4 ], [ 11, 10,  2 ], [ 10,  7,  6 ], [  7,  1,  8 ],
-		[ 3,  9,  4 ], [ 3,  4,  2 ], [  3,  2,  6 ], [  3,  6,  8 ], [  3,  8,  9 ],
-		[ 4,  9,  5 ], [ 2,  4, 11 ], [  6,  2, 10 ], [  8,  6,  7 ], [  9,  8,  1 ]
-	];
-
-	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
-
-};
-
-THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.OctahedronGeometry = function ( radius, detail ) {
-
-	var vertices = [
-		[ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
-	];
-
-	var faces = [
-		[ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
-	];
-
-	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
-};
-
-THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.TetrahedronGeometry = function ( radius, detail ) {
-
-	var vertices = [
-		[ 1,  1,  1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
-	];
-
-	var faces = [
-		[ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
-	];
-
-	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
-
-};
-
-THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author zz85 / https://github.com/zz85
- * Parametric Surfaces Geometry
- * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
- *
- * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
- *
- */
-
-THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {
-
-	THREE.Geometry.call( this );
-
-	var verts = this.vertices;
-	var faces = this.faces;
-	var uvs = this.faceVertexUvs[ 0 ];
-
-	useTris = (useTris === undefined) ? false : useTris;
-
-	var i, il, j, p;
-	var u, v;
-
-	var stackCount = stacks + 1;
-	var sliceCount = slices + 1;
-
-	for ( i = 0; i <= stacks; i ++ ) {
-
-		v = i / stacks;
-
-		for ( j = 0; j <= slices; j ++ ) {
-
-			u = j / slices;
-
-			p = func( u, v );
-			verts.push( p );
-
-		}
-	}
-
-	var a, b, c, d;
-	var uva, uvb, uvc, uvd;
-
-	for ( i = 0; i < stacks; i ++ ) {
-
-		for ( j = 0; j < slices; j ++ ) {
-
-			a = i * sliceCount + j;
-			b = i * sliceCount + j + 1;
-			c = (i + 1) * sliceCount + j;
-			d = (i + 1) * sliceCount + j + 1;
-
-			uva = new THREE.UV( j / slices, i / stacks );
-			uvb = new THREE.UV( ( j + 1 ) / slices, i / stacks );
-			uvc = new THREE.UV( j / slices, ( i + 1 ) / stacks );
-			uvd = new THREE.UV( ( j + 1 ) / slices, ( i + 1 ) / stacks );
-
-			if ( useTris ) {
-
-				faces.push( new THREE.Face3( a, b, c ) );
-				faces.push( new THREE.Face3( b, d, c ) );
-
-				uvs.push( [ uva, uvb, uvc ] );
-				uvs.push( [ uvb, uvd, uvc ] );
-
-			} else {
-
-				faces.push( new THREE.Face4( a, b, d, c ) );
-				uvs.push( [ uva, uvb, uvd, uvc ] );
-
-			}
-
-		}
-
-	}
-
-	// console.log(this);
-
-	// magic bullet
-	// var diff = this.mergeVertices();
-	// console.log('removed ', diff, ' vertices by merging');
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author qiao / https://github.com/qiao
- * @fileoverview This is a convex hull generator using the incremental method. 
- * The complexity is O(n^2) where n is the number of vertices.
- * O(nlogn) algorithms do exist, but they are much more complicated.
- *
- * Benchmark: 
- *
- *  Platform: CPU: P7350 @2.00GHz Engine: V8
- *
- *  Num Vertices	Time(ms)
- *
- *     10           1
- *     20           3
- *     30           19
- *     40           48
- *     50           107
- */
-
-THREE.ConvexGeometry = function( vertices ) {
-
-	THREE.Geometry.call( this );
-
-	var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; 
-
-	for ( var i = 3; i < vertices.length; i++ ) {
-
-		addPoint( i );
-
-	}
-
-
-	function addPoint( vertexId ) {
-
-		var vertex = vertices[ vertexId ].clone();
-
-		var mag = vertex.length();
-		vertex.x += mag * randomOffset();
-		vertex.y += mag * randomOffset();
-		vertex.z += mag * randomOffset();
-
-		var hole = [];
-
-		for ( var f = 0; f < faces.length; ) {
-
-			var face = faces[ f ];
-
-			// for each face, if the vertex can see it,
-			// then we try to add the face's edges into the hole.
-			if ( visible( face, vertex ) ) {
-
-				for ( var e = 0; e < 3; e++ ) {
-
-					var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
-					var boundary = true;
-
-					// remove duplicated edges.
-					for ( var h = 0; h < hole.length; h++ ) {
-
-						if ( equalEdge( hole[ h ], edge ) ) {
-
-							hole[ h ] = hole[ hole.length - 1 ];
-							hole.pop();
-							boundary = false;
-							break;
-
-						}
-
-					}
-
-					if ( boundary ) {
-
-						hole.push( edge );
-
-					}
-
-				}
-
-				// remove faces[ f ]
-				faces[ f ] = faces[ faces.length - 1 ];
-				faces.pop();
-
-			} else { // not visible
-
-				f++;
-
-			}
-		}
-
-		// construct the new faces formed by the edges of the hole and the vertex
-		for ( var h = 0; h < hole.length; h++ ) {
-
-			faces.push( [ 
-				hole[ h ][ 0 ],
-				hole[ h ][ 1 ],
-				vertexId
-			] );
-
-		}
-	}
-
-	/**
-	 * Whether the face is visible from the vertex
-	 */
-	function visible( face, vertex ) {
-
-		var va = vertices[ face[ 0 ] ];
-		var vb = vertices[ face[ 1 ] ];
-		var vc = vertices[ face[ 2 ] ];
-
-		var n = normal( va, vb, vc );
-
-		// distance from face to origin
-		var dist = n.dot( va );
-
-		return n.dot( vertex ) >= dist; 
-
-	}
-
-	/**
-	 * Face normal
-	 */
-	function normal( va, vb, vc ) {
-
-		var cb = new THREE.Vector3();
-		var ab = new THREE.Vector3();
-
-		cb.sub( vc, vb );
-		ab.sub( va, vb );
-		cb.crossSelf( ab );
-
-		cb.normalize();
-
-		return cb;
-
-	}
-
-	/**
-	 * Detect whether two edges are equal.
-	 * Note that when constructing the convex hull, two same edges can only
-	 * be of the negative direction.
-	 */
-	function equalEdge( ea, eb ) {
-
-		return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; 
-
-	}
-
-	/**
-	 * Create a random offset between -1e-6 and 1e-6.
-	 */
-	function randomOffset() {
-
-		return ( Math.random() - 0.5 ) * 2 * 1e-6;
-
-	}
-
-
-	/**
-	 * XXX: Not sure if this is the correct approach. Need someone to review.
-	 */
-	function vertexUv( vertex ) {
-
-		var mag = vertex.length();
-		return new THREE.UV( vertex.x / mag, vertex.y / mag );
-
-	}
-
-	// Push vertices into `this.vertices`, skipping those inside the hull
-	var id = 0;
-	var newId = new Array( vertices.length ); // map from old vertex id to new id
-
-	for ( var i = 0; i < faces.length; i++ ) {
-
-		 var face = faces[ i ];
-
-		 for ( var j = 0; j < 3; j++ ) {
-
-				if ( newId[ face[ j ] ] === undefined ) {
-
-						newId[ face[ j ] ] = id++;
-						this.vertices.push( vertices[ face[ j ] ] );
-
-				}
-
-				face[ j ] = newId[ face[ j ] ];
-
-		 }
-
-	}
-
-	// Convert faces into instances of THREE.Face3
-	for ( var i = 0; i < faces.length; i++ ) {
-
-		this.faces.push( new THREE.Face3( 
-				faces[ i ][ 0 ],
-				faces[ i ][ 1 ],
-				faces[ i ][ 2 ]
-		) );
-
-	}
-
-	// Compute UVs
-	for ( var i = 0; i < this.faces.length; i++ ) {
-
-		var face = this.faces[ i ];
-
-		this.faceVertexUvs[ 0 ].push( [
-			vertexUv( this.vertices[ face.a ] ),
-			vertexUv( this.vertices[ face.b ] ),
-			vertexUv( this.vertices[ face.c ])
-		] );
-
-	}
-
-
-	this.computeCentroids();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
-/**
- * @author sroucheray / http://sroucheray.org/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AxisHelper = function ( size ) {
-
-	var geometry = new THREE.Geometry();
-
-	geometry.vertices.push(
-		new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ),
-		new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ),
-		new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 )
-	);
-
-	geometry.colors.push(
-		new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
-		new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
-		new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
-	);
-
-	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
-
-	THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
-};
-
-THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
-/**
- * @author WestLangley / http://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- *
- * Creates an arrow for visualizing directions
- *
- * Parameters:
- *  dir - Vector3
- *  origin - Vector3
- *  length - Number
- *  hex - color in hex value
- */
-
-THREE.ArrowHelper = function ( dir, origin, length, hex ) {
-
-	THREE.Object3D.call( this );
-
-	if ( hex === undefined ) hex = 0xffff00;
-	if ( length === undefined ) length = 20;
-
-	var lineGeometry = new THREE.Geometry();
-	lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
-	lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
-
-	this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
-	this.add( this.line );
-
-	var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
-
-	this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
-	this.cone.position.set( 0, 1, 0 );
-	this.add( this.cone );
-
-	if ( origin instanceof THREE.Vector3 ) this.position = origin;
-
-	this.setDirection( dir );
-	this.setLength( length );
-
-};
-
-THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.ArrowHelper.prototype.setDirection = function ( dir ) {
-
-	var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir );
-
-	var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) );
-
-	this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians );
-
-	this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
-
-};
-
-THREE.ArrowHelper.prototype.setLength = function ( length ) {
-
-	this.scale.set( length, length, length );
-
-};
-
-THREE.ArrowHelper.prototype.setColor = function ( hex ) {
-
-	this.line.material.color.setHex( hex );
-	this.cone.material.color.setHex( hex );
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- *	- shows frustum, line of sight and up of the camera
- *	- suitable for fast updates
- * 	- based on frustum visualization in lightgl.js shadowmap example
- *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
- */
-
-THREE.CameraHelper = function ( camera ) {
-
-	THREE.Line.call( this );
-
-	var scope = this;
-
-	this.geometry = new THREE.Geometry();
-	this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
-	this.type = THREE.LinePieces;
-
-	this.matrixWorld = camera.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-	this.pointMap = {};
-
-	// colors
-
-	var hexFrustum = 0xffaa00;
-	var hexCone = 0xff0000;
-	var hexUp = 0x00aaff;
-	var hexTarget = 0xffffff;
-	var hexCross = 0x333333;
-
-	// near
-
-	addLine( "n1", "n2", hexFrustum );
-	addLine( "n2", "n4", hexFrustum );
-	addLine( "n4", "n3", hexFrustum );
-	addLine( "n3", "n1", hexFrustum );
-
-	// far
-
-	addLine( "f1", "f2", hexFrustum );
-	addLine( "f2", "f4", hexFrustum );
-	addLine( "f4", "f3", hexFrustum );
-	addLine( "f3", "f1", hexFrustum );
-
-	// sides
-
-	addLine( "n1", "f1", hexFrustum );
-	addLine( "n2", "f2", hexFrustum );
-	addLine( "n3", "f3", hexFrustum );
-	addLine( "n4", "f4", hexFrustum );
-
-	// cone
-
-	addLine( "p", "n1", hexCone );
-	addLine( "p", "n2", hexCone );
-	addLine( "p", "n3", hexCone );
-	addLine( "p", "n4", hexCone );
-
-	// up
-
-	addLine( "u1", "u2", hexUp );
-	addLine( "u2", "u3", hexUp );
-	addLine( "u3", "u1", hexUp );
-
-	// target
-
-	addLine( "c", "t", hexTarget );
-	addLine( "p", "c", hexCross );
-
-	// cross
-
-	addLine( "cn1", "cn2", hexCross );
-	addLine( "cn3", "cn4", hexCross );
-
-	addLine( "cf1", "cf2", hexCross );
-	addLine( "cf3", "cf4", hexCross );
-
-	this.camera = camera;
-
-	function addLine( a, b, hex ) {
-
-		addPoint( a, hex );
-		addPoint( b, hex );
-
-	}
-
-	function addPoint( id, hex ) {
-
-		scope.geometry.vertices.push( new THREE.Vector3() );
-		scope.geometry.colors.push( new THREE.Color( hex ) );
-
-		if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];
-
-		scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );
-
-	}
-
-	this.update( camera );
-
-};
-
-THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.CameraHelper.prototype.update = function () {
-
-	var scope = this;
-
-	var w = 1, h = 1;
-
-	// we need just camera projection matrix
-	// world matrix must be identity
-
-	THREE.CameraHelper.__c.projectionMatrix.copy( this.camera.projectionMatrix );
-
-	// center / target
-
-	setPoint( "c", 0, 0, -1 );
-	setPoint( "t", 0, 0,  1 );
-
-	// near
-
-	setPoint( "n1", -w, -h, -1 );
-	setPoint( "n2",  w, -h, -1 );
-	setPoint( "n3", -w,  h, -1 );
-	setPoint( "n4",  w,  h, -1 );
-
-	// far
-
-	setPoint( "f1", -w, -h, 1 );
-	setPoint( "f2",  w, -h, 1 );
-	setPoint( "f3", -w,  h, 1 );
-	setPoint( "f4",  w,  h, 1 );
-
-	// up
-
-	setPoint( "u1",  w * 0.7, h * 1.1, -1 );
-	setPoint( "u2", -w * 0.7, h * 1.1, -1 );
-	setPoint( "u3",        0, h * 2,   -1 );
-
-	// cross
-
-	setPoint( "cf1", -w,  0, 1 );
-	setPoint( "cf2",  w,  0, 1 );
-	setPoint( "cf3",  0, -h, 1 );
-	setPoint( "cf4",  0,  h, 1 );
-
-	setPoint( "cn1", -w,  0, -1 );
-	setPoint( "cn2",  w,  0, -1 );
-	setPoint( "cn3",  0, -h, -1 );
-	setPoint( "cn4",  0,  h, -1 );
-
-	function setPoint( point, x, y, z ) {
-
-		THREE.CameraHelper.__v.set( x, y, z );
-		THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );
-
-		var points = scope.pointMap[ point ];
-
-		if ( points !== undefined ) {
-
-			for ( var i = 0, il = points.length; i < il; i ++ ) {
-
-				scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );
-
-			}
-
-		}
-
-	}
-
-	this.geometry.verticesNeedUpdate = true;
-
-};
-
-THREE.CameraHelper.__projector = new THREE.Projector();
-THREE.CameraHelper.__v = new THREE.Vector3();
-THREE.CameraHelper.__c = new THREE.Camera();
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- *	- shows directional light color, intensity, position, orientation and target
- */
-
-THREE.DirectionalLightHelper = function ( light, sphereSize, arrowLength ) {
-
-	THREE.Object3D.call( this );
-
-	this.light = light;
-
-	// position
-
-	this.position = light.position;
-
-	// direction
-
-	this.direction = new THREE.Vector3();
-	this.direction.sub( light.target.position, light.position );
-
-	// color
-
-	this.color = light.color.clone();
-
-	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
-
-	this.color.r *= intensity;
-	this.color.g *= intensity;
-	this.color.b *= intensity;
-
-	var hexColor = this.color.getHex();
-
-	// light helper
-
-	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
-	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
-
-	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
-	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
-
-	this.lightArrow = new THREE.ArrowHelper( this.direction, null, arrowLength, hexColor );
-	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
-
-	this.lightArrow.cone.material.fog = false;
-	this.lightArrow.line.material.fog = false;
-
-	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
-
-	this.add( this.lightArrow );
-	this.add( this.lightSphere );
-	this.add( this.lightRays );
-
-	this.lightSphere.properties.isGizmo = true;
-	this.lightSphere.properties.gizmoSubject = light;
-	this.lightSphere.properties.gizmoRoot = this;
-
-	// light target helper
-
-	this.targetSphere = null;
-
-	if ( light.target.properties.targetInverse ) {
-
-		var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
-		var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
-
-		this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
-		this.targetSphere.position = light.target.position;
-
-		this.targetSphere.properties.isGizmo = true;
-		this.targetSphere.properties.gizmoSubject = light.target;
-		this.targetSphere.properties.gizmoRoot = this.targetSphere;
-
-		var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
-		var lineGeometry = new THREE.Geometry();
-		lineGeometry.vertices.push( this.position.clone() );
-		lineGeometry.vertices.push( this.targetSphere.position.clone() );
-		lineGeometry.computeLineDistances();
-
-		this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
-		this.targetLine.properties.isGizmo = true;
-
-	}
-
-	//
-
-	this.properties.isGizmo = true;
-
-}
-
-THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.DirectionalLightHelper.prototype.update = function () {
-
-	// update arrow orientation
-	// pointing from light to target
-
-	this.direction.sub( this.light.target.position, this.light.position );
-	this.lightArrow.setDirection( this.direction );
-
-	// update arrow, spheres, rays and line colors to light color * light intensity
-
-	this.color.copy( this.light.color );
-
-	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
-	this.color.r *= intensity;
-	this.color.g *= intensity;
-	this.color.b *= intensity;
-
-	this.lightArrow.setColor( this.color.getHex() );
-	this.lightSphere.material.color.copy( this.color );
-	this.lightRays.material.color.copy( this.color );
-
-	this.targetSphere.material.color.copy( this.color );
-	this.targetLine.material.color.copy( this.color );
-
-	// update target line vertices
-
-	this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
-	this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
-
-	this.targetLine.geometry.computeLineDistances();
-	this.targetLine.geometry.verticesNeedUpdate = true;
-
-}
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- *	- shows hemisphere light intensity, sky and ground colors and directions
- */
-
-THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
-
-	THREE.Object3D.call( this );
-
-	this.light = light;
-
-	// position
-
-	this.position = light.position;
-
-	//
-
-	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
-
-	// sky color
-
-	this.color = light.color.clone();
-
-	this.color.r *= intensity;
-	this.color.g *= intensity;
-	this.color.b *= intensity;
-
-	var hexColor = this.color.getHex();
-
-	// ground color
-
-	this.groundColor = light.groundColor.clone();
-
-	this.groundColor.r *= intensity;
-	this.groundColor.g *= intensity;
-	this.groundColor.b *= intensity;
-
-	var hexColorGround = this.groundColor.getHex();
-
-	// double colored light bulb
-
-	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, 0, Math.PI * 0.5 );
-	var bulbGroundGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, Math.PI * 0.5, Math.PI );
-
-	var bulbSkyMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
-	var bulbGroundMaterial = new THREE.MeshBasicMaterial( { color: hexColorGround, fog: false } );
-
-	for ( var i = 0, il = bulbGeometry.faces.length; i < il; i ++ ) {
-
-		bulbGeometry.faces[ i ].materialIndex = 0;
-
-	}
-
-	for ( var i = 0, il = bulbGroundGeometry.faces.length; i < il; i ++ ) {
-
-		bulbGroundGeometry.faces[ i ].materialIndex = 1;
-
-	}
-
-	THREE.GeometryUtils.merge( bulbGeometry, bulbGroundGeometry );
-
-	this.lightSphere = new THREE.Mesh( bulbGeometry, new THREE.MeshFaceMaterial( [ bulbSkyMaterial, bulbGroundMaterial ] ) );
-
-	// arrows for sky and ground light directions
-
-	this.lightArrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * 1.1, 0 ), arrowLength, hexColor );
-	this.lightArrow.rotation.x = Math.PI;
-
-	this.lightArrowGround = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * -1.1, 0 ), arrowLength, hexColorGround );
-
-	var joint = new THREE.Object3D();
-	joint.rotation.x = -Math.PI * 0.5;
-
-	joint.add( this.lightSphere );
-	joint.add( this.lightArrow );
-	joint.add( this.lightArrowGround );
-
-	this.add( joint );
-
-	//
-
-	this.lightSphere.properties.isGizmo = true;
-	this.lightSphere.properties.gizmoSubject = light;
-	this.lightSphere.properties.gizmoRoot = this;
-
-	//
-
-	this.properties.isGizmo = true;
-
-	//
-
-	this.target = new THREE.Vector3();
-	this.lookAt( this.target );
-
-}
-
-THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.HemisphereLightHelper.prototype.update = function () {
-
-	// update sphere sky and ground colors to light color * light intensity
-
-	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
-
-	this.color.copy( this.light.color );
-	this.groundColor.copy( this.light.groundColor );
-
-	this.color.r *= intensity;
-	this.color.g *= intensity;
-	this.color.b *= intensity;
-
-	this.groundColor.r *= intensity;
-	this.groundColor.g *= intensity;
-	this.groundColor.b *= intensity;
-
-	this.lightSphere.material.materials[ 0 ].color.copy( this.color );
-	this.lightSphere.material.materials[ 1 ].color.copy( this.groundColor );
-
-	this.lightArrow.setColor( this.color.getHex() );
-	this.lightArrowGround.setColor( this.groundColor.getHex() );
-
-	this.lookAt( this.target );
-
-}
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- *	- shows point light color, intensity, position and distance
- */
-
-THREE.PointLightHelper = function ( light, sphereSize ) {
-
-	THREE.Object3D.call( this );
-
-	this.light = light;
-
-	// position
-
-	this.position = light.position;
-
-	// color
-
-	this.color = light.color.clone();
-
-	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
-
-	this.color.r *= intensity;
-	this.color.g *= intensity;
-	this.color.b *= intensity;
-
-	var hexColor = this.color.getHex();
-
-	// light helper
-
-	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
-	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
-	var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
-
-	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
-	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
-	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
-
-	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
-	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
-	this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
-
-	var d = light.distance;
-
-	if ( d === 0.0 ) {
-
-		this.lightDistance.visible = false;
-
-	} else {
-
-		this.lightDistance.scale.set( d, d, d );
-
-	}
-
-	this.add( this.lightSphere );
-	this.add( this.lightRays );
-	this.add( this.lightDistance );
-
-	//
-
-	this.lightSphere.properties.isGizmo = true;
-	this.lightSphere.properties.gizmoSubject = light;
-	this.lightSphere.properties.gizmoRoot = this;
-
-	//
-
-	this.properties.isGizmo = true;
-
-}
-
-THREE.PointLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.PointLightHelper.prototype.update = function () {
-
-	// update sphere and rays colors to light color * light intensity
-
-	this.color.copy( this.light.color );
-
-	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
-	this.color.r *= intensity;
-	this.color.g *= intensity;
-	this.color.b *= intensity;
-
-	this.lightSphere.material.color.copy( this.color );
-	this.lightRays.material.color.copy( this.color );
-	this.lightDistance.material.color.copy( this.color );
-
-	//
-
-	var d = this.light.distance;
-
-	if ( d === 0.0 ) {
-
-		this.lightDistance.visible = false;
-
-	} else {
-
-		this.lightDistance.visible = true;
-		this.lightDistance.scale.set( d, d, d );
-
-	}
-
-}
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- *	- shows spot light color, intensity, position, orientation, light cone and target
- */
-
-THREE.SpotLightHelper = function ( light, sphereSize, arrowLength ) {
-
-	THREE.Object3D.call( this );
-
-	this.light = light;
-
-	// position
-
-	this.position = light.position;
-
-	// direction
-
-	this.direction = new THREE.Vector3();
-	this.direction.sub( light.target.position, light.position );
-
-	// color
-
-	this.color = light.color.clone();
-
-	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
-
-	this.color.r *= intensity;
-	this.color.g *= intensity;
-	this.color.b *= intensity;
-
-	var hexColor = this.color.getHex();
-
-	// light helper
-
-	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
-	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
-	var coneGeometry = new THREE.CylinderGeometry( 0.0001, 1, 1, 8, 1, true );
-
-	var coneMatrix = new THREE.Matrix4();
-	coneMatrix.rotateX( -Math.PI/2 );
-	coneMatrix.translate( new THREE.Vector3( 0, -0.5, 0 ) );
-	coneGeometry.applyMatrix( coneMatrix );
-
-	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
-	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
-	var coneMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.3, transparent: true } );
-
-	this.lightArrow = new THREE.ArrowHelper( this.direction, null, arrowLength, hexColor );
-	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
-	this.lightCone = new THREE.Mesh( coneGeometry, coneMaterial );
-
-	var coneLength = light.distance ? light.distance : 10000;
-	var coneWidth = coneLength * Math.tan( light.angle * 0.5 ) * 2;
-	this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
-
-	this.lightArrow.cone.material.fog = false;
-	this.lightArrow.line.material.fog = false;
-
-	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
-
-	this.gyroscope = new THREE.Gyroscope();
-
-	this.gyroscope.add( this.lightArrow );
-	this.gyroscope.add( this.lightSphere );
-	this.gyroscope.add( this.lightRays );
-
-	this.add( this.gyroscope );
-	this.add( this.lightCone );
-
-	this.lookAt( light.target.position );
-
-	this.lightSphere.properties.isGizmo = true;
-	this.lightSphere.properties.gizmoSubject = light;
-	this.lightSphere.properties.gizmoRoot = this;
-
-	// light target helper
-
-	this.targetSphere = null;
-
-	if ( light.target.properties.targetInverse ) {
-
-		var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
-		var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
-
-		this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
-		this.targetSphere.position = light.target.position;
-
-		this.targetSphere.properties.isGizmo = true;
-		this.targetSphere.properties.gizmoSubject = light.target;
-		this.targetSphere.properties.gizmoRoot = this.targetSphere;
-
-		var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
-		var lineGeometry = new THREE.Geometry();
-		lineGeometry.vertices.push( this.position.clone() );
-		lineGeometry.vertices.push( this.targetSphere.position.clone() );
-		lineGeometry.computeLineDistances();
-
-		this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
-		this.targetLine.properties.isGizmo = true;
-
-	}
-
-	//
-
-	this.properties.isGizmo = true;
-
-}
-
-THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.SpotLightHelper.prototype.update = function () {
-
-	// update arrow orientation
-	// pointing from light to target
-
-	this.direction.sub( this.light.target.position, this.light.position );
-	this.lightArrow.setDirection( this.direction );
-
-	// update light cone orientation and size
-
-	this.lookAt( this.light.target.position );
-
-	var coneLength = this.light.distance ? this.light.distance : 10000;
-	var coneWidth = coneLength * Math.tan( this.light.angle * 0.5 ) * 2;
-	this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
-
-	// update arrow, spheres, rays and line colors to light color * light intensity
-
-	this.color.copy( this.light.color );
-
-	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
-	this.color.r *= intensity;
-	this.color.g *= intensity;
-	this.color.b *= intensity;
-
-	this.lightArrow.setColor( this.color.getHex() );
-	this.lightSphere.material.color.copy( this.color );
-	this.lightRays.material.color.copy( this.color );
-	this.lightCone.material.color.copy( this.color );
-
-	this.targetSphere.material.color.copy( this.color );
-	this.targetLine.material.color.copy( this.color );
-
-	// update target line vertices
-
-	this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
-	this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
-
-	this.targetLine.geometry.computeLineDistances();
-	this.targetLine.geometry.verticesNeedUpdate = true;
-
-}
-
-/*
- *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog 
- * 
- *	Subdivision Geometry Modifier 
- *		using Catmull-Clark Subdivision Surfaces
- *		for creating smooth geometry meshes
- *
- *	Note: a modifier modifies vertices and faces of geometry,
- *		so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained
- * 
- *	Readings: 
- *		http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
- *		http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
- *		http://xrt.wikidot.com/blog:31
- *		"Subdivision Surfaces in Character Animation"
- *
- *		(on boundary edges)
- *		http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
- *		https://graphics.stanford.edu/wikis/cs148-09-summer/Assignment3Description
- *
- *	Supports:
- *		Closed and Open geometries.
- *
- *	TODO: 
- *		crease vertex and "semi-sharp" features
- *		selective subdivision
- */
-
-
-THREE.SubdivisionModifier = function( subdivisions ) {
-	
-	this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
-	
-	// Settings
-	this.useOldVertexColors = false;
-	this.supportUVs = true;
-	this.debug = false;
-	
-};
-
-// Applies the "modify" pattern
-THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
-	
-	var repeats = this.subdivisions;
-	
-	while ( repeats-- > 0 ) {
-		this.smooth( geometry );
-	}
-	
-};
-
-/// REFACTORING THIS OUT
-
-THREE.GeometryUtils.orderedKey = function ( a, b ) {
-
-	return Math.min( a, b ) + "_" + Math.max( a, b );
-
-};
-
-
-// Returns a hashmap - of { edge_key: face_index }
-THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {
-
-	var i, il, v1, v2, j, k,
-		face, faceIndices, faceIndex,
-		edge,
-		hash,
-		edgeFaceMap = {};
-
-	var orderedKey = THREE.GeometryUtils.orderedKey;
-
-	function mapEdgeHash( hash, i ) {
-		
-		if ( edgeFaceMap[ hash ] === undefined ) {
-
-			edgeFaceMap[ hash ] = [];
-			
-		}
-		
-		edgeFaceMap[ hash ].push( i );
-	}
-
-
-	// construct vertex -> face map
-
-	for( i = 0, il = geometry.faces.length; i < il; i ++ ) {
-
-		face = geometry.faces[ i ];
-
-		if ( face instanceof THREE.Face3 ) {
-
-			hash = orderedKey( face.a, face.b );
-			mapEdgeHash( hash, i );
-
-			hash = orderedKey( face.b, face.c );
-			mapEdgeHash( hash, i );
-
-			hash = orderedKey( face.c, face.a );
-			mapEdgeHash( hash, i );
-
-		} else if ( face instanceof THREE.Face4 ) {
-
-			hash = orderedKey( face.a, face.b );
-			mapEdgeHash( hash, i );
-
-			hash = orderedKey( face.b, face.c );
-			mapEdgeHash( hash, i );
-
-			hash = orderedKey( face.c, face.d );
-			mapEdgeHash( hash, i );
-			
-			hash = orderedKey( face.d, face.a );
-			mapEdgeHash( hash, i );
-
-		}
-
-	}
-
-	// extract faces
-	
-	// var edges = [];
-	// 
-	// var numOfEdges = 0;
-	// for (i in edgeFaceMap) {
-	// 	numOfEdges++;
-	// 	
-	// 	edge = edgeFaceMap[i];
-	// 	edges.push(edge);
-	// 	
-	// }
-	
-	//debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
-
-	return edgeFaceMap;
-
-}
-
-/////////////////////////////
-
-// Performs an iteration of Catmull-Clark Subdivision
-THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
-	
-	//debug( 'running smooth' );
-	
-	// New set of vertices, faces and uvs
-	var newVertices = [], newFaces = [], newUVs = [];
-	
-	function v( x, y, z ) {
-		newVertices.push( new THREE.Vector3( x, y, z ) );
-	}
-	
-	var scope = this;
-	var orderedKey = THREE.GeometryUtils.orderedKey;
-	var computeEdgeFaces = THREE.GeometryUtils.computeEdgeFaces;
-
-	function assert() {
-		if (scope.debug && console && console.assert) console.assert.apply(console, arguments);
-	}
-
-	function debug() {
-		if (scope.debug) console.log.apply(console, arguments);
-	}
-
-	function warn() {
-		if (console)
-		console.log.apply(console, arguments);
-	}
-
-	function f4( a, b, c, d, oldFace, orders, facei ) {
-		
-		// TODO move vertex selection over here!
-		
-		var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex );
-		
-		if (scope.useOldVertexColors) {
-			
-			newFace.vertexColors = []; 
-			
-			var color, tmpColor, order;
-			for (var i=0;i<4;i++) {
-				order = orders[i];
-				
-				color = new THREE.Color(),
-				color.setRGB(0,0,0);
-				
-				for (var j=0, jl=0; j<order.length;j++) {
-					tmpColor = oldFace.vertexColors[order[j]-1];
-					color.r += tmpColor.r;
-					color.g += tmpColor.g;
-					color.b += tmpColor.b;
-				}
-				
-				color.r /= order.length;
-				color.g /= order.length;
-				color.b /= order.length;
-				
-				newFace.vertexColors[i] = color;
-				
-			}
-			
-		}
-		
-		newFaces.push( newFace );
-
-		if (scope.supportUVs) {
-
-			var aUv = [
-				getUV(a, ''),
-				getUV(b, facei),
-				getUV(c, facei),
-				getUV(d, facei)
-			];
-			
-			if (!aUv[0]) debug('a :( ', a+':'+facei);
-			else if (!aUv[1]) debug('b :( ', b+':'+facei);
-			else if (!aUv[2]) debug('c :( ', c+':'+facei);
-			else if (!aUv[3]) debug('d :( ', d+':'+facei);
-			else 
-				newUVs.push( aUv );
-
-		}
-	}
-	
-	var originalPoints = oldGeometry.vertices;
-	var originalFaces = oldGeometry.faces;
-	var originalVerticesLength = originalPoints.length;
-	
-	var newPoints = originalPoints.concat(); // New set of vertices to work on
-		
-	var facePoints = [], // these are new points on exisiting faces
-		edgePoints = {}; // these are new points on exisiting edges
-	
-	var sharpEdges = {}, sharpVertices = []; // Mark edges and vertices to prevent smoothening on them
-	// TODO: handle this correctly.
-	
-	var uvForVertices = {}; // Stored in {vertex}:{old face} format
-
-
-	function debugCoreStuff() {
-		console.log('facePoints', facePoints, 'edgePoints', edgePoints);
-		console.log('edgeFaceMap', edgeFaceMap, 'vertexEdgeMap', vertexEdgeMap);
-		
-	}
-
-	function getUV(vertexNo, oldFaceNo) {
-		var j,jl;
-
-		var key = vertexNo+':'+oldFaceNo;
-		var theUV = uvForVertices[key];
-
-		if (!theUV) {
-			if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) {
-				debug('face pt');
-			} else {
-				debug('edge pt');
-			}
-
-			warn('warning, UV not found for', key);
-
-			return null;
-		}
-
-		return theUV;
- 
-		// Original faces -> Vertex Nos. 
-		// new Facepoint -> Vertex Nos.
-		// edge Points
-
-	}
-
-	function addUV(vertexNo, oldFaceNo, value) {
-
-		var key = vertexNo+':'+oldFaceNo;
-		if (!(key in uvForVertices)) {
-			uvForVertices[key] = value;
-		} else {
-			warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]);
-		}
-	}
-	
-	// Step 1
-	//	For each face, add a face point
-	//	Set each face point to be the centroid of all original points for the respective face.
-	// debug(oldGeometry);
-	var i, il, j, jl, face;
-	
-	// For Uvs
-	var uvs = oldGeometry.faceVertexUvs[0];
-	var abcd = 'abcd', vertice;
-
-	debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength);
-	if (scope.supportUVs)
-	for (i=0, il = uvs.length; i<il; i++ ) {
-		for (j=0,jl=uvs[i].length;j<jl;j++) {
-			vertice = originalFaces[i][abcd.charAt(j)];
-			
-			addUV(vertice, i, uvs[i][j]);
-			
-		}
-	}
-
-	if (uvs.length == 0) scope.supportUVs = false;
-
-	// Additional UVs check, if we index original 
-	var uvCount = 0;
-	for (var u in uvForVertices) {
-		uvCount++;
-	}
-	if (!uvCount) {
-		scope.supportUVs = false;
-		debug('no uvs');
-	}
-
-	var avgUv ;
-	for (i=0, il = originalFaces.length; i<il ;i++) {
-		face = originalFaces[ i ];
-		facePoints.push( face.centroid );
-		newPoints.push( face.centroid );
-		
-		
-		if (!scope.supportUVs) continue;
-		
-		// Prepare subdivided uv
-		
-		avgUv = new THREE.UV();
-		
-		if ( face instanceof THREE.Face3 ) {
-			avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u;
-			avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v;
-			avgUv.u /= 3;
-			avgUv.v /= 3;
-			
-		} else if ( face instanceof THREE.Face4 ) {
-			avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u + getUV( face.d, i ).u;
-			avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v + getUV( face.d, i ).v;
-			avgUv.u /= 4;
-			avgUv.v /= 4;
-		}
-
-		addUV(originalVerticesLength + i, '', avgUv);
-
-	}
-
-	// Step 2
-	//	For each edge, add an edge point.
-	//	Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
-	
-	var edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> Faces Index  eg { edge_key: [face_index, face_index2 ]}
-	var edge, faceIndexA, faceIndexB, avg;
-	
-	// debug('edgeFaceMap', edgeFaceMap);
-
-	var edgeCount = 0;
-
-	var edgeVertex, edgeVertexA, edgeVertexB;
-	
-	////
-	
-	var vertexEdgeMap = {}; // Gives edges connecting from each vertex
-	var vertexFaceMap = {}; // Gives faces connecting from each vertex
-	
-	function addVertexEdgeMap(vertex, edge) {
-		if (vertexEdgeMap[vertex]===undefined) {
-			vertexEdgeMap[vertex] = [];
-		}
-		
-		vertexEdgeMap[vertex].push(edge);
-	}
-	
-	function addVertexFaceMap(vertex, face, edge) {
-		if (vertexFaceMap[vertex]===undefined) {
-			vertexFaceMap[vertex] = {};
-		}
-		
-		vertexFaceMap[vertex][face] = edge;
-		// vertexFaceMap[vertex][face] = null;
-	}
-	
-	// Prepares vertexEdgeMap and vertexFaceMap
-	for (i in edgeFaceMap) { // This is for every edge
-		edge = edgeFaceMap[i];
-		
-		edgeVertex = i.split('_');
-		edgeVertexA = edgeVertex[0];
-		edgeVertexB = edgeVertex[1];
-		
-		// Maps an edgeVertex to connecting edges
-		addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
-		addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
-		
-		
-		for (j=0,jl=edge.length;j<jl;j++) {
-			face = edge[j];
-			
-			addVertexFaceMap(edgeVertexA, face, i);
-			addVertexFaceMap(edgeVertexB, face, i);
-		}
-
-		// {edge vertex: { face1: edge_key, face2: edge_key.. } }
-		
-		// this thing is fishy right now.
-		if (edge.length < 2) {
-			// edge is "sharp";
-			sharpEdges[i] = true;
-			sharpVertices[edgeVertexA] = true;
-			sharpVertices[edgeVertexB] = true;
-			
-		}
-		
-	}
-	
-	for (i in edgeFaceMap) {
-		edge = edgeFaceMap[i];
-		
-		faceIndexA = edge[0]; // face index a
-		faceIndexB = edge[1]; // face index b
-		
-		edgeVertex = i.split('_');
-		edgeVertexA = edgeVertex[0];
-		edgeVertexB = edgeVertex[1];
-		
-		
-		avg = new THREE.Vector3();
-		
-		//debug(i, faceIndexB,facePoints[faceIndexB]);
-
-		assert(edge.length > 0, 'an edge without faces?!');
-		
-		if (edge.length==1) {
-
-			avg.addSelf(originalPoints[edgeVertexA]);
-			avg.addSelf(originalPoints[edgeVertexB]);			
-			avg.multiplyScalar(0.5);
-			
-			sharpVertices[newPoints.length] = true;
-			
-		} else {
-		
-			avg.addSelf(facePoints[faceIndexA]);
-			avg.addSelf(facePoints[faceIndexB]);
-		
-			avg.addSelf(originalPoints[edgeVertexA]);
-			avg.addSelf(originalPoints[edgeVertexB]);
-		
-			avg.multiplyScalar(0.25);
-		
-		}
-		
-		edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
-		
-		newPoints.push( avg );
-	
-		edgeCount ++;
-		
-		if (!scope.supportUVs) {
-			continue;
-		}
-
-		// Prepare subdivided uv
-		
-		avgUv = new THREE.UV();
-		
-		avgUv.u = getUV(edgeVertexA, faceIndexA).u + getUV(edgeVertexB, faceIndexA).u;
-		avgUv.v = getUV(edgeVertexA, faceIndexA).v + getUV(edgeVertexB, faceIndexA).v;
-		avgUv.u /= 2;
-		avgUv.v /= 2;
-
-		addUV(edgePoints[i], faceIndexA, avgUv);
-
-		if (edge.length>=2) {
-		assert(edge.length == 2, 'did we plan for more than 2 edges?');
-		avgUv = new THREE.UV();
-		
-		avgUv.u = getUV(edgeVertexA, faceIndexB).u + getUV(edgeVertexB, faceIndexB).u;
-		avgUv.v = getUV(edgeVertexA, faceIndexB).v + getUV(edgeVertexB, faceIndexB).v;
-		avgUv.u /= 2;
-		avgUv.v /= 2;
-		
-		addUV(edgePoints[i], faceIndexB, avgUv);
-		}
-		
-	}
-
-	debug('-- Step 2 done');
-
-	// Step 3
-	//	For each face point, add an edge for every edge of the face, 
-	//	connecting the face point to each edge point for the face.
-	
-	var facePt, currentVerticeIndex;
-	
-	var hashAB, hashBC, hashCD, hashDA, hashCA;
-	
-	var abc123 = ['123', '12', '2', '23'];
-	var bca123 = ['123', '23', '3', '31'];
-	var cab123 = ['123', '31', '1', '12'];
-	var abc1234 = ['1234', '12', '2', '23'];
-	var bcd1234 = ['1234', '23', '3', '34'];
-	var cda1234 = ['1234', '34', '4', '41'];
-	var dab1234 = ['1234', '41', '1', '12'];
-	
-	
-	for (i=0, il = facePoints.length; i<il ;i++) { // for every face
-		facePt = facePoints[i];
-		face = originalFaces[i];
-		currentVerticeIndex = originalVerticesLength+ i;
-		
-		if ( face instanceof THREE.Face3 ) {
-			
-			// create 3 face4s
-			
-			hashAB = orderedKey( face.a, face.b );
-			hashBC = orderedKey( face.b, face.c );
-			hashCA = orderedKey( face.c, face.a );
-			
-			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
-			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
-			f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
-			
-		} else if ( face instanceof THREE.Face4 ) {
-			// create 4 face4s
-			
-			hashAB = orderedKey( face.a, face.b );
-			hashBC = orderedKey( face.b, face.c );
-			hashCD = orderedKey( face.c, face.d );
-			hashDA = orderedKey( face.d, face.a );
-			
-			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
-			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
-			f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
-			f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );
-
-				
-		} else {
-			debug('face should be a face!', face);
-		}
-	}
-	
-	newVertices = newPoints;
-	
-	// Step 4
-	
-	//	For each original point P, 
-	//		take the average F of all n face points for faces touching P, 
-	//		and take the average R of all n edge midpoints for edges touching P, 
-	//		where each edge midpoint is the average of its two endpoint vertices. 
-	//	Move each original point to the point
-
-	
-	var F = new THREE.Vector3();
-	var R = new THREE.Vector3();
-
-	var n;
-	for (i=0, il = originalPoints.length; i<il; i++) {
-		// (F + 2R + (n-3)P) / n
-		
-		if (vertexEdgeMap[i]===undefined) continue;
-		
-		F.set(0,0,0);
-		R.set(0,0,0);
-		var newPos =  new THREE.Vector3(0,0,0);
-		
-		var f = 0; // this counts number of faces, original vertex is connected to (also known as valance?)
-		for (j in vertexFaceMap[i]) {
-			F.addSelf(facePoints[j]);
-			f++;
-		}
-		
-		var sharpEdgeCount = 0;
-		
-		n = vertexEdgeMap[i].length; // given a vertex, return its connecting edges
-
-		// Are we on the border?
-		var boundary_case = f != n;
-
-		// if (boundary_case) {
-		// 	console.error('moo', 'o', i, 'faces touched', f, 'edges',  n, n == 2);
-		// }
-		
-		
-		for (j=0;j<n;j++) {
-			if (
-				sharpEdges[
-					orderedKey(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
-				]) {
-					sharpEdgeCount++;
-				}
-		}
-		
-		// if ( sharpEdgeCount==2 ) {
-		// 	continue;
-		// 	// Do not move vertex if there's 2 connecting sharp edges.
-		// }
-
-		/*
-		if (sharpEdgeCount>2) {
-			// TODO
-		}
-		*/
-
-		F.divideScalar(f);
-		
-		
-		var boundary_edges = 0;
-
-		
-
-		if (boundary_case) {
-
-			var bb_edge;
-			for (j=0; j<n;j++) {
-				edge = vertexEdgeMap[i][j];
-				bb_edge = edgeFaceMap[orderedKey(edge[0], edge[1])].length == 1
-				if (bb_edge) {
-					var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
-					R.addSelf(midPt);
-					boundary_edges++;
-				}
-			}
-
-			R.divideScalar(4);
-			// console.log(j + ' --- ' + n + ' --- ' + boundary_edges);
-			assert(boundary_edges == 2, 'should have only 2 boundary edges');
-
-		} else {
-			for (j=0; j<n;j++) {
-				edge = vertexEdgeMap[i][j];
-				var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
-				R.addSelf(midPt);
-			}
-
-			R.divideScalar(n);
-		}
-
-		// Sum the formula
-		newPos.addSelf(originalPoints[i]);
-
-
-		if (boundary_case) {
-			
-			newPos.divideScalar(2);
-			newPos.addSelf(R);
-
-		} else {
-	
-			newPos.multiplyScalar(n - 3);
-			
-			newPos.addSelf(F);
-			newPos.addSelf(R.multiplyScalar(2));
-			newPos.divideScalar(n);
-
-		}
-		
-		newVertices[i] = newPos;
-		
-		
-	}
-	
-	var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
-	
-	newGeometry.vertices = newVertices;
-	newGeometry.faces = newFaces;
-	newGeometry.faceVertexUvs[ 0 ] = newUVs;
-	
-	delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
-	
-	newGeometry.computeCentroids();
-	newGeometry.computeFaceNormals();
-	newGeometry.computeVertexNormals();
-	
-};/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ImmediateRenderObject = function ( ) {
-
-	THREE.Object3D.call( this );
-
-	this.render = function ( renderCallback ) { };
-
-};
-
-THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlare = function ( texture, size, distance, blending, color ) {
-
-	THREE.Object3D.call( this );
-
-	this.lensFlares = [];
-
-	this.positionScreen = new THREE.Vector3();
-	this.customUpdateCallback = undefined;
-
-	if( texture !== undefined ) {
-
-		this.add( texture, size, distance, blending, color );
-
-	}
-
-};
-
-THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
-
-
-/*
- * Add: adds another flare
- */
-
-THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
-
-	if( size === undefined ) size = -1;
-	if( distance === undefined ) distance = 0;
-	if( opacity === undefined ) opacity = 1;
-	if( color === undefined ) color = new THREE.Color( 0xffffff );
-	if( blending === undefined ) blending = THREE.NormalBlending;
-
-	distance = Math.min( distance, Math.max( 0, distance ) );
-
-	this.lensFlares.push( { texture: texture, 			// THREE.Texture
-		                    size: size, 				// size in pixels (-1 = use texture.width)
-		                    distance: distance, 		// distance (0-1) from light source (0=at light source)
-		                    x: 0, y: 0, z: 0,			// screen position (-1 => 1) z = 0 is ontop z = 1 is back
-		                    scale: 1, 					// scale
-		                    rotation: 1, 				// rotation
-		                    opacity: opacity,			// opacity
-							color: color,				// color
-		                    blending: blending } );		// blending
-
-};
-
-
-/*
- * Update lens flares update positions on all flares based on the screen position
- * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
- */
-
-THREE.LensFlare.prototype.updateLensFlares = function () {
-
-	var f, fl = this.lensFlares.length;
-	var flare;
-	var vecX = -this.positionScreen.x * 2;
-	var vecY = -this.positionScreen.y * 2;
-
-	for( f = 0; f < fl; f ++ ) {
-
-		flare = this.lensFlares[ f ];
-
-		flare.x = this.positionScreen.x + vecX * flare.distance;
-		flare.y = this.positionScreen.y + vecY * flare.distance;
-
-		flare.wantedRotation = flare.x * Math.PI * 0.25;
-		flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
-
-	}
-
-};
-
-
-
-
-
-
-
-
-
-
-
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphBlendMesh = function( geometry, material ) {
-
-	THREE.Mesh.call( this, geometry, material );
-
-	this.animationsMap = {};
-	this.animationsList = [];
-
-	// prepare default animation
-	// (all frames played together in 1 second)
-
-	var numFrames = this.geometry.morphTargets.length;
-
-	var name = "__default";
-
-	var startFrame = 0;
-	var endFrame = numFrames - 1;
-
-	var fps = numFrames / 1;
-
-	this.createAnimation( name, startFrame, endFrame, fps );
-	this.setAnimationWeight( name, 1 );
-
-};
-
-THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
-
-	var animation = {
-
-		startFrame: start,
-		endFrame: end,
-
-		length: end - start + 1,
-
-		fps: fps,
-		duration: ( end - start ) / fps,
-
-		lastFrame: 0,
-		currentFrame: 0,
-
-		active: false,
-
-		time: 0,
-		direction: 1,
-		weight: 1,
-
-		directionBackwards: false,
-		mirroredLoop: false
-
-	};
-
-	this.animationsMap[ name ] = animation;
-	this.animationsList.push( animation );
-
-};
-
-THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
-
-	var pattern = /([a-z]+)(\d+)/;
-
-	var firstAnimation, frameRanges = {};
-
-	var geometry = this.geometry;
-
-	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
-
-		var morph = geometry.morphTargets[ i ];
-		var chunks = morph.name.match( pattern );
-
-		if ( chunks && chunks.length > 1 ) {
-
-			var name = chunks[ 1 ];
-			var num = chunks[ 2 ];
-
-			if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
-
-			var range = frameRanges[ name ];
-
-			if ( i < range.start ) range.start = i;
-			if ( i > range.end ) range.end = i;
-
-			if ( ! firstAnimation ) firstAnimation = name;
-
-		}
-
-	}
-
-	for ( var name in frameRanges ) {
-
-		var range = frameRanges[ name ];
-		this.createAnimation( name, range.start, range.end, fps );
-
-	}
-
-	this.firstAnimation = firstAnimation;
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.direction = 1;
-		animation.directionBackwards = false;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.direction = -1;
-		animation.directionBackwards = true;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.fps = fps;
-		animation.duration = ( animation.end - animation.start ) / animation.fps;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.duration = duration;
-		animation.fps = ( animation.end - animation.start ) / animation.duration;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.weight = weight;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.time = time;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
-
-	var time = 0;
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		time = animation.time;
-
-	}
-
-	return time;
-
-};
-
-THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
-
-	var duration = -1;
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		duration = animation.duration;
-
-	}
-
-	return duration;
-
-};
-
-THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.time = 0;
-		animation.active = true;
-
-	} else {
-
-		console.warn( "animation[" + name + "] undefined" );
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
-
-	var animation = this.animationsMap[ name ];
-
-	if ( animation ) {
-
-		animation.active = false;
-
-	}
-
-};
-
-THREE.MorphBlendMesh.prototype.update = function ( delta ) {
-
-	for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
-
-		var animation = this.animationsList[ i ];
-
-		if ( ! animation.active ) continue;
-
-		var frameTime = animation.duration / animation.length;
-
-		animation.time += animation.direction * delta;
-
-		if ( animation.mirroredLoop ) {
-
-			if ( animation.time > animation.duration || animation.time < 0 ) {
-
-				animation.direction *= -1;
-
-				if ( animation.time > animation.duration ) {
-
-					animation.time = animation.duration;
-					animation.directionBackwards = true;
-
-				}
-
-				if ( animation.time < 0 ) {
-
-					animation.time = 0;
-					animation.directionBackwards = false;
-
-				}
-
-			}
-
-		} else {
-
-			animation.time = animation.time % animation.duration;
-
-			if ( animation.time < 0 ) animation.time += animation.duration;
-
-		}
-
-		var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
-		var weight = animation.weight;
-
-		if ( keyframe !== animation.currentFrame ) {
-
-			this.morphTargetInfluences[ animation.lastFrame ] = 0;
-			this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
-
-			this.morphTargetInfluences[ keyframe ] = 0;
-
-			animation.lastFrame = animation.currentFrame;
-			animation.currentFrame = keyframe;
-
-		}
-
-		var mix = ( animation.time % frameTime ) / frameTime;
-
-		if ( animation.directionBackwards ) mix = 1 - mix;
-
-		this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
-		this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
-
-	}
-
-};
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlarePlugin = function ( ) {
-
-	var _gl, _renderer, _lensFlare = {};
-
-	this.init = function ( renderer ) {
-
-		_gl = renderer.context;
-		_renderer = renderer;
-
-		_lensFlare.vertices = new Float32Array( 8 + 8 );
-		_lensFlare.faces = new Uint16Array( 6 );
-
-		var i = 0;
-		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1;	// vertex
-		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;	// uv... etc.
-
-		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
-		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;
-
-		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
-		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
-
-		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
-		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;
-
-		i = 0;
-		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
-		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
-
-		// buffers
-
-		_lensFlare.vertexBuffer     = _gl.createBuffer();
-		_lensFlare.elementBuffer    = _gl.createBuffer();
-
-		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
-		_gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
-
-		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
-		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
-
-		// textures
-
-		_lensFlare.tempTexture      = _gl.createTexture();
-		_lensFlare.occlusionTexture = _gl.createTexture();
-
-		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
-		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
-
-		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
-		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
-		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
-
-		if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
-
-			_lensFlare.hasVertexTexture = false;
-			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] );
-
-		} else {
-
-			_lensFlare.hasVertexTexture = true;
-			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] );
-
-		}
-
-		_lensFlare.attributes = {};
-		_lensFlare.uniforms = {};
-
-		_lensFlare.attributes.vertex       = _gl.getAttribLocation ( _lensFlare.program, "position" );
-		_lensFlare.attributes.uv           = _gl.getAttribLocation ( _lensFlare.program, "uv" );
-
-		_lensFlare.uniforms.renderType     = _gl.getUniformLocation( _lensFlare.program, "renderType" );
-		_lensFlare.uniforms.map            = _gl.getUniformLocation( _lensFlare.program, "map" );
-		_lensFlare.uniforms.occlusionMap   = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
-		_lensFlare.uniforms.opacity        = _gl.getUniformLocation( _lensFlare.program, "opacity" );
-		_lensFlare.uniforms.color          = _gl.getUniformLocation( _lensFlare.program, "color" );
-		_lensFlare.uniforms.scale          = _gl.getUniformLocation( _lensFlare.program, "scale" );
-		_lensFlare.uniforms.rotation       = _gl.getUniformLocation( _lensFlare.program, "rotation" );
-		_lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
-
-		_lensFlare.attributesEnabled = false;
-
-	};
-
-
-	/*
-	 * Render lens flares
-	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
-	 *         reads these back and calculates occlusion.
-	 *         Then _lensFlare.update_lensFlares() is called to re-position and
-	 *         update transparency of flares. Then they are rendered.
-	 *
-	 */
-
-	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
-
-		var flares = scene.__webglFlares,
-			nFlares = flares.length;
-
-		if ( ! nFlares ) return;
-
-		var tempPosition = new THREE.Vector3();
-
-		var invAspect = viewportHeight / viewportWidth,
-			halfViewportWidth = viewportWidth * 0.5,
-			halfViewportHeight = viewportHeight * 0.5;
-
-		var size = 16 / viewportHeight,
-			scale = new THREE.Vector2( size * invAspect, size );
-
-		var screenPosition = new THREE.Vector3( 1, 1, 0 ),
-			screenPositionPixels = new THREE.Vector2( 1, 1 );
-
-		var uniforms = _lensFlare.uniforms,
-			attributes = _lensFlare.attributes;
-
-		// set _lensFlare program and reset blending
-
-		_gl.useProgram( _lensFlare.program );
-
-		if ( ! _lensFlare.attributesEnabled ) {
-
-			_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
-			_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
-
-			_lensFlare.attributesEnabled = true;
-
-		}
-
-		// loop through all lens flares to update their occlusion and positions
-		// setup gl and common used attribs/unforms
-
-		_gl.uniform1i( uniforms.occlusionMap, 0 );
-		_gl.uniform1i( uniforms.map, 1 );
-
-		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
-		_gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
-		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
-
-		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
-
-		_gl.disable( _gl.CULL_FACE );
-		_gl.depthMask( false );
-
-		var i, j, jl, flare, sprite;
-
-		for ( i = 0; i < nFlares; i ++ ) {
-
-			size = 16 / viewportHeight;
-			scale.set( size * invAspect, size );
-
-			// calc object screen position
-
-			flare = flares[ i ];
-
-			tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
-
-			camera.matrixWorldInverse.multiplyVector3( tempPosition );
-			camera.projectionMatrix.multiplyVector3( tempPosition );
-
-			// setup arrays for gl programs
-
-			screenPosition.copy( tempPosition )
-
-			screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
-			screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
-
-			// screen cull
-
-			if ( _lensFlare.hasVertexTexture || (
-				screenPositionPixels.x > 0 &&
-				screenPositionPixels.x < viewportWidth &&
-				screenPositionPixels.y > 0 &&
-				screenPositionPixels.y < viewportHeight ) ) {
-
-				// save current RGB to temp texture
-
-				_gl.activeTexture( _gl.TEXTURE1 );
-				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
-				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
-
-
-				// render pink quad
-
-				_gl.uniform1i( uniforms.renderType, 0 );
-				_gl.uniform2f( uniforms.scale, scale.x, scale.y );
-				_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
-
-				_gl.disable( _gl.BLEND );
-				_gl.enable( _gl.DEPTH_TEST );
-
-				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
-
-				// copy result to occlusionMap
-
-				_gl.activeTexture( _gl.TEXTURE0 );
-				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
-				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
-
-
-				// restore graphics
-
-				_gl.uniform1i( uniforms.renderType, 1 );
-				_gl.disable( _gl.DEPTH_TEST );
-
-				_gl.activeTexture( _gl.TEXTURE1 );
-				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
-				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
-
-				// update object positions
-
-				flare.positionScreen.copy( screenPosition )
-
-				if ( flare.customUpdateCallback ) {
-
-					flare.customUpdateCallback( flare );
-
-				} else {
-
-					flare.updateLensFlares();
-
-				}
-
-				// render flares
-
-				_gl.uniform1i( uniforms.renderType, 2 );
-				_gl.enable( _gl.BLEND );
-
-				for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
-
-					sprite = flare.lensFlares[ j ];
-
-					if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
-
-						screenPosition.x = sprite.x;
-						screenPosition.y = sprite.y;
-						screenPosition.z = sprite.z;
-
-						size = sprite.size * sprite.scale / viewportHeight;
-
-						scale.x = size * invAspect;
-						scale.y = size;
-
-						_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
-						_gl.uniform2f( uniforms.scale, scale.x, scale.y );
-						_gl.uniform1f( uniforms.rotation, sprite.rotation );
-
-						_gl.uniform1f( uniforms.opacity, sprite.opacity );
-						_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
-
-						_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
-						_renderer.setTexture( sprite.texture, 1 );
-
-						_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
-					}
-
-				}
-
-			}
-
-		}
-
-		// restore gl
-
-		_gl.enable( _gl.CULL_FACE );
-		_gl.enable( _gl.DEPTH_TEST );
-		_gl.depthMask( true );
-
-	};
-
-	function createProgram ( shader ) {
-
-		var program = _gl.createProgram();
-
-		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
-		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
-
-		_gl.shaderSource( fragmentShader, shader.fragmentShader );
-		_gl.shaderSource( vertexShader, shader.vertexShader );
-
-		_gl.compileShader( fragmentShader );
-		_gl.compileShader( vertexShader );
-
-		_gl.attachShader( program, fragmentShader );
-		_gl.attachShader( program, vertexShader );
-
-		_gl.linkProgram( program );
-
-		return program;
-
-	};
-
-};/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ShadowMapPlugin = function ( ) {
-
-	var _gl,
-	_renderer,
-	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
-
-	_frustum = new THREE.Frustum(),
-	_projScreenMatrix = new THREE.Matrix4(),
-
-	_min = new THREE.Vector3(),
-	_max = new THREE.Vector3();
-
-	this.init = function ( renderer ) {
-
-		_gl = renderer.context;
-		_renderer = renderer;
-
-		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
-		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
-
-		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
-		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
-		_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
-		_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
-
-		_depthMaterial._shadowPass = true;
-		_depthMaterialMorph._shadowPass = true;
-		_depthMaterialSkin._shadowPass = true;
-		_depthMaterialMorphSkin._shadowPass = true;
-
-	};
-
-	this.render = function ( scene, camera ) {
-
-		if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
-
-		this.update( scene, camera );
-
-	};
-
-	this.update = function ( scene, camera ) {
-
-		var i, il, j, jl, n,
-
-		shadowMap, shadowMatrix, shadowCamera,
-		program, buffer, material,
-		webglObject, object, light,
-		renderList,
-
-		lights = [],
-		k = 0,
-
-		fog = null;
-
-		// set GL state for depth map
-
-		_gl.clearColor( 1, 1, 1, 1 );
-		_gl.disable( _gl.BLEND );
-
-		_gl.enable( _gl.CULL_FACE );
-		_gl.frontFace( _gl.CCW );
-
-		if ( _renderer.shadowMapCullFrontFaces ) {
-
-			_gl.cullFace( _gl.FRONT );
-
-		} else {
-
-			_gl.cullFace( _gl.BACK );
-
-		}
-
-		_renderer.setDepthTest( true );
-
-		// preprocess lights
-		// 	- skip lights that are not casting shadows
-		//	- create virtual lights for cascaded shadow maps
-
-		for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
-
-			light = scene.__lights[ i ];
-
-			if ( ! light.castShadow ) continue;
-
-			if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
-
-				for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
-
-					var virtualLight;
-
-					if ( ! light.shadowCascadeArray[ n ] ) {
-
-						virtualLight = createVirtualLight( light, n );
-						virtualLight.originalCamera = camera;
-
-						var gyro = new THREE.Gyroscope();
-						gyro.position = light.shadowCascadeOffset;
-
-						gyro.add( virtualLight );
-						gyro.add( virtualLight.target );
-
-						camera.add( gyro );
-
-						light.shadowCascadeArray[ n ] = virtualLight;
-
-						console.log( "Created virtualLight", virtualLight );
-
-					} else {
-
-						virtualLight = light.shadowCascadeArray[ n ];
-
-					}
-
-					updateVirtualLight( light, n );
-
-					lights[ k ] = virtualLight;
-					k ++;
-
-				}
-
-			} else {
-
-				lights[ k ] = light;
-				k ++;
-
-			}
-
-		}
-
-		// render depth map
-
-		for ( i = 0, il = lights.length; i < il; i ++ ) {
-
-			light = lights[ i ];
-
-			if ( ! light.shadowMap ) {
-
-				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
-
-				light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
-				light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
-
-				light.shadowMatrix = new THREE.Matrix4();
-
-			}
-
-			if ( ! light.shadowCamera ) {
-
-				if ( light instanceof THREE.SpotLight ) {
-
-					light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
-
-				} else if ( light instanceof THREE.DirectionalLight ) {
-
-					light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
-
-				} else {
-
-					console.error( "Unsupported light type for shadow" );
-					continue;
-
-				}
-
-				scene.add( light.shadowCamera );
-
-				if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
-
-			}
-
-			if ( light.shadowCameraVisible && ! light.cameraHelper ) {
-
-				light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
-				light.shadowCamera.add( light.cameraHelper );
-
-			}
-
-			if ( light.isVirtual && virtualLight.originalCamera == camera ) {
-
-				updateShadowCamera( camera, light );
-
-			}
-
-			shadowMap = light.shadowMap;
-			shadowMatrix = light.shadowMatrix;
-			shadowCamera = light.shadowCamera;
-
-			shadowCamera.position.copy( light.matrixWorld.getPosition() );
-			shadowCamera.lookAt( light.target.matrixWorld.getPosition() );
-			shadowCamera.updateMatrixWorld();
-
-			shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
-
-			if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
-			if ( light.shadowCameraVisible ) light.cameraHelper.update();
-
-			// compute shadow matrix
-
-			shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
-							  0.0, 0.5, 0.0, 0.5,
-							  0.0, 0.0, 0.5, 0.5,
-							  0.0, 0.0, 0.0, 1.0 );
-
-			shadowMatrix.multiplySelf( shadowCamera.projectionMatrix );
-			shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse );
-
-			// update camera matrices and frustum
-
-			if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 );
-			if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 );
-
-			shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray );
-			shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray );
-
-			_projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
-			_frustum.setFromMatrix( _projScreenMatrix );
-
-			// render shadow map
-
-			_renderer.setRenderTarget( shadowMap );
-			_renderer.clear();
-
-			// set object matrices & frustum culling
-
-			renderList = scene.__webglObjects;
-
-			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
-				webglObject = renderList[ j ];
-				object = webglObject.object;
-
-				webglObject.render = false;
-
-				if ( object.visible && object.castShadow ) {
-
-					if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
-
-						object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
-
-						webglObject.render = true;
-
-					}
-
-				}
-
-			}
-
-			// render regular objects
-
-			var objectMaterial, useMorphing, useSkinning;
-
-			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
-				webglObject = renderList[ j ];
-
-				if ( webglObject.render ) {
-
-					object = webglObject.object;
-					buffer = webglObject.buffer;
-
-					// culling is overriden globally for all objects
-					// while rendering depth map
-
-					// need to deal with MeshFaceMaterial somehow
-					// in that case just use the first of material.materials for now
-					// (proper solution would require to break objects by materials
-					//  similarly to regular rendering and then set corresponding
-					//  depth materials per each chunk instead of just once per object)
-
-					objectMaterial = getObjectMaterial( object );
-
-					useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
-					useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
-
-					if ( object.customDepthMaterial ) {
-
-						material = object.customDepthMaterial;
-
-					} else if ( useSkinning ) {
-
-						material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
-
-					} else if ( useMorphing ) {
-
-						material = _depthMaterialMorph;
-
-					} else {
-
-						material = _depthMaterial;
-
-					}
-
-					if ( buffer instanceof THREE.BufferGeometry ) {
-
-						_renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
-
-					} else {
-
-						_renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
-
-					}
-
-				}
-
-			}
-
-			// set matrices and render immediate objects
-
-			renderList = scene.__webglObjectsImmediate;
-
-			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
-				webglObject = renderList[ j ];
-				object = webglObject.object;
-
-				if ( object.visible && object.castShadow ) {
-
-					object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
-
-					_renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
-
-				}
-
-			}
-
-		}
-
-		// restore GL state
-
-		var clearColor = _renderer.getClearColor(),
-		clearAlpha = _renderer.getClearAlpha();
-
-		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
-		_gl.enable( _gl.BLEND );
-
-		if ( _renderer.shadowMapCullFrontFaces ) {
-
-			_gl.cullFace( _gl.BACK );
-
-		}
-
-	};
-
-	function createVirtualLight( light, cascade ) {
-
-		var virtualLight = new THREE.DirectionalLight();
-
-		virtualLight.isVirtual = true;
-
-		virtualLight.onlyShadow = true;
-		virtualLight.castShadow = true;
-
-		virtualLight.shadowCameraNear = light.shadowCameraNear;
-		virtualLight.shadowCameraFar = light.shadowCameraFar;
-
-		virtualLight.shadowCameraLeft = light.shadowCameraLeft;
-		virtualLight.shadowCameraRight = light.shadowCameraRight;
-		virtualLight.shadowCameraBottom = light.shadowCameraBottom;
-		virtualLight.shadowCameraTop = light.shadowCameraTop;
-
-		virtualLight.shadowCameraVisible = light.shadowCameraVisible;
-
-		virtualLight.shadowDarkness = light.shadowDarkness;
-
-		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
-		virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
-		virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
-
-		virtualLight.pointsWorld = [];
-		virtualLight.pointsFrustum = [];
-
-		var pointsWorld = virtualLight.pointsWorld,
-			pointsFrustum = virtualLight.pointsFrustum;
-
-		for ( var i = 0; i < 8; i ++ ) {
-
-			pointsWorld[ i ] = new THREE.Vector3();
-			pointsFrustum[ i ] = new THREE.Vector3();
-
-		}
-
-		var nearZ = light.shadowCascadeNearZ[ cascade ];
-		var farZ = light.shadowCascadeFarZ[ cascade ];
-
-		pointsFrustum[ 0 ].set( -1, -1, nearZ );
-		pointsFrustum[ 1 ].set(  1, -1, nearZ );
-		pointsFrustum[ 2 ].set( -1,  1, nearZ );
-		pointsFrustum[ 3 ].set(  1,  1, nearZ );
-
-		pointsFrustum[ 4 ].set( -1, -1, farZ );
-		pointsFrustum[ 5 ].set(  1, -1, farZ );
-		pointsFrustum[ 6 ].set( -1,  1, farZ );
-		pointsFrustum[ 7 ].set(  1,  1, farZ );
-
-		return virtualLight;
-
-	}
-
-	// Synchronize virtual light with the original light
-
-	function updateVirtualLight( light, cascade ) {
-
-		var virtualLight = light.shadowCascadeArray[ cascade ];
-
-		virtualLight.position.copy( light.position );
-		virtualLight.target.position.copy( light.target.position );
-		virtualLight.lookAt( virtualLight.target );
-
-		virtualLight.shadowCameraVisible = light.shadowCameraVisible;
-		virtualLight.shadowDarkness = light.shadowDarkness;
-
-		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
-
-		var nearZ = light.shadowCascadeNearZ[ cascade ];
-		var farZ = light.shadowCascadeFarZ[ cascade ];
-
-		var pointsFrustum = virtualLight.pointsFrustum;
-
-		pointsFrustum[ 0 ].z = nearZ;
-		pointsFrustum[ 1 ].z = nearZ;
-		pointsFrustum[ 2 ].z = nearZ;
-		pointsFrustum[ 3 ].z = nearZ;
-
-		pointsFrustum[ 4 ].z = farZ;
-		pointsFrustum[ 5 ].z = farZ;
-		pointsFrustum[ 6 ].z = farZ;
-		pointsFrustum[ 7 ].z = farZ;
-
-	}
-
-	// Fit shadow camera's ortho frustum to camera frustum
-
-	function updateShadowCamera( camera, light ) {
-
-		var shadowCamera = light.shadowCamera,
-			pointsFrustum = light.pointsFrustum,
-			pointsWorld = light.pointsWorld;
-
-		_min.set( Infinity, Infinity, Infinity );
-		_max.set( -Infinity, -Infinity, -Infinity );
-
-		for ( var i = 0; i < 8; i ++ ) {
-
-			var p = pointsWorld[ i ];
-
-			p.copy( pointsFrustum[ i ] );
-			THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
-
-			shadowCamera.matrixWorldInverse.multiplyVector3( p );
-
-			if ( p.x < _min.x ) _min.x = p.x;
-			if ( p.x > _max.x ) _max.x = p.x;
-
-			if ( p.y < _min.y ) _min.y = p.y;
-			if ( p.y > _max.y ) _max.y = p.y;
-
-			if ( p.z < _min.z ) _min.z = p.z;
-			if ( p.z > _max.z ) _max.z = p.z;
-
-		}
-
-		shadowCamera.left = _min.x;
-		shadowCamera.right = _max.x;
-		shadowCamera.top = _max.y;
-		shadowCamera.bottom = _min.y;
-
-		// can't really fit near/far
-		//shadowCamera.near = _min.z;
-		//shadowCamera.far = _max.z;
-
-		shadowCamera.updateProjectionMatrix();
-
-	}
-
-	// For the moment just ignore objects that have multiple materials with different animation methods
-	// Only the first material will be taken into account for deciding which depth material to use for shadow maps
-
-	function getObjectMaterial( object ) {
-
-		return object.material instanceof THREE.MeshFaceMaterial
-			? object.material.materials[ 0 ]
-			: object.material;
-
-	};
-
-};
-
-THREE.ShadowMapPlugin.__projector = new THREE.Projector();
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpritePlugin = function ( ) {
-
-	var _gl, _renderer, _sprite = {};
-
-	this.init = function ( renderer ) {
-
-		_gl = renderer.context;
-		_renderer = renderer;
-
-		_sprite.vertices = new Float32Array( 8 + 8 );
-		_sprite.faces    = new Uint16Array( 6 );
-
-		var i = 0;
-
-		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
-		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 0
-
-		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
-		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 1
-
-		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
-		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 2
-
-		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
-		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 3
-
-		i = 0;
-
-		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
-		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
-
-		_sprite.vertexBuffer  = _gl.createBuffer();
-		_sprite.elementBuffer = _gl.createBuffer();
-
-		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
-		_gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
-
-		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
-		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
-
-		_sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] );
-
-		_sprite.attributes = {};
-		_sprite.uniforms = {};
-
-		_sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
-		_sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );
+			var aUv = [
+				getUV(a, ''),
+				getUV(b, facei),
+				getUV(c, facei),
+				getUV(d, facei)
+			];
 
-		_sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
-		_sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );
+			if (!aUv[0]) debug('a :( ', a+':'+facei);
+			else if (!aUv[1]) debug('b :( ', b+':'+facei);
+			else if (!aUv[2]) debug('c :( ', c+':'+facei);
+			else if (!aUv[3]) debug('d :( ', d+':'+facei);
+			else 
+				newUVs.push( aUv );
 
-		_sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
-		_sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
-		_sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );
+		}
+	}
 
-		_sprite.uniforms.color                = _gl.getUniformLocation( _sprite.program, "color" );
-		_sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
-		_sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );
+	var originalPoints = oldGeometry.vertices;
+	var originalFaces = oldGeometry.faces;
+	var originalVerticesLength = originalPoints.length;
 
-		_sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
-		_sprite.uniforms.affectedByDistance   = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
-		_sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
-		_sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
-		_sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
+	var newPoints = originalPoints.concat(); // New set of vertices to work on
 
-		_sprite.uniforms.fogType 		  	  = _gl.getUniformLocation( _sprite.program, "fogType" );
-		_sprite.uniforms.fogDensity 		  = _gl.getUniformLocation( _sprite.program, "fogDensity" );
-		_sprite.uniforms.fogNear 		  	  = _gl.getUniformLocation( _sprite.program, "fogNear" );
-		_sprite.uniforms.fogFar 		  	  = _gl.getUniformLocation( _sprite.program, "fogFar" );
-		_sprite.uniforms.fogColor 		  	  = _gl.getUniformLocation( _sprite.program, "fogColor" );
+	var facePoints = [], // these are new points on exisiting faces
+		edgePoints = {}; // these are new points on exisiting edges
 
-		_sprite.attributesEnabled = false;
+	var sharpEdges = {}, sharpVertices = []; // Mark edges and vertices to prevent smoothening on them
+	// TODO: handle this correctly.
 
-	};
+	var uvForVertices = {}; // Stored in {vertex}:{old face} format
 
-	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
 
-		var sprites = scene.__webglSprites,
-			nSprites = sprites.length;
+	function debugCoreStuff() {
 
-		if ( ! nSprites ) return;
+		console.log('facePoints', facePoints, 'edgePoints', edgePoints);
+		console.log('edgeFaceMap', edgeFaceMap, 'vertexEdgeMap', vertexEdgeMap);
 
-		var attributes = _sprite.attributes,
-			uniforms = _sprite.uniforms;
+	}
 
-		var invAspect = viewportHeight / viewportWidth;
+	function getUV(vertexNo, oldFaceNo) {
+		var j,jl;
 
-		var halfViewportWidth = viewportWidth * 0.5,
-			halfViewportHeight = viewportHeight * 0.5;
+		var key = vertexNo+':'+oldFaceNo;
+		var theUV = uvForVertices[key];
 
-		var mergeWith3D = true;
+		if (!theUV) {
+			if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) {
+				debug('face pt');
+			} else {
+				debug('edge pt');
+			}
 
-		// setup gl
+			warn('warning, UV not found for', key);
 
-		_gl.useProgram( _sprite.program );
+			return null;
+		}
 
-		if ( ! _sprite.attributesEnabled ) {
+		return theUV;
+ 
+		// Original faces -> Vertex Nos. 
+		// new Facepoint -> Vertex Nos.
+		// edge Points
 
-			_gl.enableVertexAttribArray( attributes.position );
-			_gl.enableVertexAttribArray( attributes.uv );
+	}
 
-			_sprite.attributesEnabled = true;
+	function addUV(vertexNo, oldFaceNo, value) {
 
+		var key = vertexNo+':'+oldFaceNo;
+		if (!(key in uvForVertices)) {
+			uvForVertices[key] = value;
+		} else {
+			warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]);
 		}
+	}
 
-		_gl.disable( _gl.CULL_FACE );
-		_gl.enable( _gl.BLEND );
-		_gl.depthMask( true );
-
-		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
-		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
-		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
-
-		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
-
-		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray );
+	// Step 1
+	//	For each face, add a face point
+	//	Set each face point to be the centroid of all original points for the respective face.
+	// debug(oldGeometry);
+	var i, il, j, jl, face;
 
-		_gl.activeTexture( _gl.TEXTURE0 );
-		_gl.uniform1i( uniforms.map, 0 );
+	// For Uvs
+	var uvs = oldGeometry.faceVertexUvs[0];
+	var abcd = 'abcd', vertice;
 
-		var oldFogType = 0;
-		var sceneFogType = 0;
-		var fog = scene.fog;
+	debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength);
 
-		if ( fog ) {
+	if (scope.supportUVs)
 
-			_gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
+	for (i=0, il = uvs.length; i<il; i++ ) {
 
-			if ( fog instanceof THREE.Fog ) {
+		for (j=0,jl=uvs[i].length;j<jl;j++) {
 
-				_gl.uniform1f( uniforms.fogNear, fog.near );
-				_gl.uniform1f( uniforms.fogFar, fog.far );
+			vertice = originalFaces[i][abcd.charAt(j)];
+			addUV(vertice, i, uvs[i][j]);
 
-				_gl.uniform1i( uniforms.fogType, 1 );
-				oldFogType = 1;
-				sceneFogType = 1;
+		}
 
-			} else if ( fog instanceof THREE.FogExp2 ) {
+	}
 
-				_gl.uniform1f( uniforms.fogDensity, fog.density );
+	if (uvs.length == 0) scope.supportUVs = false;
 
-				_gl.uniform1i( uniforms.fogType, 2 );
-				oldFogType = 2;
-				sceneFogType = 2;
+	// Additional UVs check, if we index original 
+	var uvCount = 0;
+	for (var u in uvForVertices) {
+		uvCount++;
+	}
+	if (!uvCount) {
+		scope.supportUVs = false;
+		debug('no uvs');
+	}
 
-			}
+	var avgUv ;
 
-		} else {
+	for (i=0, il = originalFaces.length; i<il ;i++) {
 
-			_gl.uniform1i( uniforms.fogType, 0 );
-			oldFogType = 0;
-			sceneFogType = 0;
+		face = originalFaces[ i ];
+		facePoints.push( face.centroid );
+		newPoints.push( face.centroid );
 
-		}
+		if (!scope.supportUVs) continue;
 
+		// Prepare subdivided uv
 
-		// update positions and sort
+		avgUv = new THREE.UV();
 
-		var i, sprite, screenPosition, size, fogType, scale = [];
+		if ( face instanceof THREE.Face3 ) {
 
-		for( i = 0; i < nSprites; i ++ ) {
+			avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u;
+			avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v;
+			avgUv.u /= 3;
+			avgUv.v /= 3;
 
-			sprite = sprites[ i ];
+		} else if ( face instanceof THREE.Face4 ) {
 
-			if ( ! sprite.visible || sprite.opacity === 0 ) continue;
+			avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u + getUV( face.d, i ).u;
+			avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v + getUV( face.d, i ).v;
+			avgUv.u /= 4;
+			avgUv.v /= 4;
 
-			if ( ! sprite.useScreenCoordinates ) {
+		}
 
-				sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld );
-				sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
+		addUV(originalVerticesLength + i, '', avgUv);
 
-			} else {
+	}
 
-				sprite.z = - sprite.position.z;
+	// Step 2
+	//	For each edge, add an edge point.
+	//	Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
 
-			}
+	var edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> Faces Index  eg { edge_key: [face_index, face_index2 ]}
+	var edge, faceIndexA, faceIndexB, avg;
 
-		}
+	// debug('edgeFaceMap', edgeFaceMap);
 
-		sprites.sort( painterSortStable );
+	var edgeCount = 0;
 
-		// render all sprites
+	var edgeVertex, edgeVertexA, edgeVertexB;
 
-		for( i = 0; i < nSprites; i ++ ) {
+	////
 
-			sprite = sprites[ i ];
+	var vertexEdgeMap = {}; // Gives edges connecting from each vertex
+	var vertexFaceMap = {}; // Gives faces connecting from each vertex
 
-			if ( ! sprite.visible || sprite.opacity === 0 ) continue;
+	function addVertexEdgeMap(vertex, edge) {
 
-			if ( sprite.map && sprite.map.image && sprite.map.image.width ) {
+		if (vertexEdgeMap[vertex]===undefined) {
 
-				if ( sprite.useScreenCoordinates ) {
+			vertexEdgeMap[vertex] = [];
 
-					_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
-					_gl.uniform3f(
-						uniforms.screenPosition,
-						( sprite.position.x - halfViewportWidth  ) / halfViewportWidth,
-						( halfViewportHeight - sprite.position.y ) / halfViewportHeight,
-						Math.max( 0, Math.min( 1, sprite.position.z ) )
-					);
+		}
 
-				} else {
+		vertexEdgeMap[vertex].push(edge);
+	}
 
-					_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
-					_gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 );
-					_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
+	function addVertexFaceMap(vertex, face, edge) {
 
-				}
+		if (vertexFaceMap[vertex]===undefined) {
 
-				if ( scene.fog && sprite.fog ) {
+			vertexFaceMap[vertex] = {};
 
-					fogType = sceneFogType;
+		}
 
-				} else {
+		vertexFaceMap[vertex][face] = edge;
+		// vertexFaceMap[vertex][face] = null;
+	}
 
-					fogType = 0;
+	// Prepares vertexEdgeMap and vertexFaceMap
+	for (i in edgeFaceMap) { // This is for every edge
+		edge = edgeFaceMap[i];
 
-				}
+		edgeVertex = i.split('_');
+		edgeVertexA = edgeVertex[0];
+		edgeVertexB = edgeVertex[1];
 
-				if ( oldFogType !== fogType ) {
+		// Maps an edgeVertex to connecting edges
+		addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
+		addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
 
-					_gl.uniform1i( uniforms.fogType, fogType );
-					oldFogType = fogType;
+		for (j=0,jl=edge.length;j<jl;j++) {
 
-				}
+			face = edge[j];
+			addVertexFaceMap(edgeVertexA, face, i);
+			addVertexFaceMap(edgeVertexB, face, i);
 
-				size = 1 / ( sprite.scaleByViewport ? viewportHeight : 1 );
+		}
 
-				scale[ 0 ] = size * invAspect * sprite.scale.x;
-				scale[ 1 ] = size * sprite.scale.y;
+		// {edge vertex: { face1: edge_key, face2: edge_key.. } }
 
-				_gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y );
-				_gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y );
-				_gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y );
+		// this thing is fishy right now.
+		if (edge.length < 2) {
 
-				_gl.uniform1f( uniforms.opacity, sprite.opacity );
-				_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
+			// edge is "sharp";
+			sharpEdges[i] = true;
+			sharpVertices[edgeVertexA] = true;
+			sharpVertices[edgeVertexB] = true;
 
-				_gl.uniform1f( uniforms.rotation, sprite.rotation );
-				_gl.uniform2fv( uniforms.scale, scale );
+		}
 
-				if ( sprite.mergeWith3D && !mergeWith3D ) {
+	}
 
-					_gl.enable( _gl.DEPTH_TEST );
-					mergeWith3D = true;
+	for (i in edgeFaceMap) {
 
-				} else if ( ! sprite.mergeWith3D && mergeWith3D ) {
+		edge = edgeFaceMap[i];
 
-					_gl.disable( _gl.DEPTH_TEST );
-					mergeWith3D = false;
+		faceIndexA = edge[0]; // face index a
+		faceIndexB = edge[1]; // face index b
 
-				}
+		edgeVertex = i.split('_');
+		edgeVertexA = edgeVertex[0];
+		edgeVertexB = edgeVertex[1];
 
-				_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
-				_renderer.setTexture( sprite.map, 0 );
+		avg = new THREE.Vector3();
 
-				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+		//debug(i, faceIndexB,facePoints[faceIndexB]);
 
-			}
+		assert(edge.length > 0, 'an edge without faces?!');
 
-		}
+		if (edge.length==1) {
 
-		// restore gl
+			avg.addSelf(originalPoints[edgeVertexA]);
+			avg.addSelf(originalPoints[edgeVertexB]);
+			avg.multiplyScalar(0.5);
 
-		_gl.enable( _gl.CULL_FACE );
-		_gl.enable( _gl.DEPTH_TEST );
-		_gl.depthMask( true );
+			sharpVertices[newPoints.length] = true;
 
-	};
+		} else {
 
-	function createProgram ( shader ) {
+			avg.addSelf(facePoints[faceIndexA]);
+			avg.addSelf(facePoints[faceIndexB]);
 
-		var program = _gl.createProgram();
+			avg.addSelf(originalPoints[edgeVertexA]);
+			avg.addSelf(originalPoints[edgeVertexB]);
 
-		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
-		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
+			avg.multiplyScalar(0.25);
 
-		_gl.shaderSource( fragmentShader, shader.fragmentShader );
-		_gl.shaderSource( vertexShader, shader.vertexShader );
+		}
 
-		_gl.compileShader( fragmentShader );
-		_gl.compileShader( vertexShader );
+		edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
 
-		_gl.attachShader( program, fragmentShader );
-		_gl.attachShader( program, vertexShader );
+		newPoints.push( avg );
 
-		_gl.linkProgram( program );
+		edgeCount ++;
 
-		return program;
+		if (!scope.supportUVs) {
+			continue;
+		}
 
-	};
+		// Prepare subdivided uv
 
-	function painterSortStable ( a, b ) {
+		avgUv = new THREE.UV();
 
-		if ( a.z !== b.z ) {
+		avgUv.u = getUV(edgeVertexA, faceIndexA).u + getUV(edgeVertexB, faceIndexA).u;
+		avgUv.v = getUV(edgeVertexA, faceIndexA).v + getUV(edgeVertexB, faceIndexA).v;
+		avgUv.u /= 2;
+		avgUv.v /= 2;
 
-			return b.z - a.z;
+		addUV(edgePoints[i], faceIndexA, avgUv);
 
-		} else {
+		if (edge.length>=2) {
+			assert(edge.length == 2, 'did we plan for more than 2 edges?');
+			avgUv = new THREE.UV();
 
-			return b.id - a.id;
+			avgUv.u = getUV(edgeVertexA, faceIndexB).u + getUV(edgeVertexB, faceIndexB).u;
+			avgUv.v = getUV(edgeVertexA, faceIndexB).v + getUV(edgeVertexB, faceIndexB).v;
+			avgUv.u /= 2;
+			avgUv.v /= 2;
 
+			addUV(edgePoints[i], faceIndexB, avgUv);
 		}
 
-	};
-
-};/**
- * @author alteredq / http://alteredqualia.com/
- */
+	}
 
-THREE.DepthPassPlugin = function ( ) {
+	debug('-- Step 2 done');
 
-	this.enabled = false;
-	this.renderTarget = null;
+	// Step 3
+	//	For each face point, add an edge for every edge of the face, 
+	//	connecting the face point to each edge point for the face.
 
-	var _gl,
-	_renderer,
-	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+	var facePt, currentVerticeIndex;
 
-	_frustum = new THREE.Frustum(),
-	_projScreenMatrix = new THREE.Matrix4();
+	var hashAB, hashBC, hashCD, hashDA, hashCA;
 
-	this.init = function ( renderer ) {
+	var abc123 = ['123', '12', '2', '23'];
+	var bca123 = ['123', '23', '3', '31'];
+	var cab123 = ['123', '31', '1', '12'];
+	var abc1234 = ['1234', '12', '2', '23'];
+	var bcd1234 = ['1234', '23', '3', '34'];
+	var cda1234 = ['1234', '34', '4', '41'];
+	var dab1234 = ['1234', '41', '1', '12'];
 
-		_gl = renderer.context;
-		_renderer = renderer;
+	for (i=0, il = facePoints.length; i<il ;i++) { // for every face
+		facePt = facePoints[i];
+		face = originalFaces[i];
+		currentVerticeIndex = originalVerticesLength+ i;
 
-		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
-		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+		if ( face instanceof THREE.Face3 ) {
 
-		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
-		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
-		_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
-		_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
+			// create 3 face4s
 
-		_depthMaterial._shadowPass = true;
-		_depthMaterialMorph._shadowPass = true;
-		_depthMaterialSkin._shadowPass = true;
-		_depthMaterialMorphSkin._shadowPass = true;
+			hashAB = orderedKey( face.a, face.b );
+			hashBC = orderedKey( face.b, face.c );
+			hashCA = orderedKey( face.c, face.a );
 
-	};
+			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
+			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
+			f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
 
-	this.render = function ( scene, camera ) {
+		} else if ( face instanceof THREE.Face4 ) {
 
-		if ( ! this.enabled ) return;
+			// create 4 face4s
 
-		this.update( scene, camera );
+			hashAB = orderedKey( face.a, face.b );
+			hashBC = orderedKey( face.b, face.c );
+			hashCD = orderedKey( face.c, face.d );
+			hashDA = orderedKey( face.d, face.a );
 
-	};
+			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
+			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
+			f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
+			f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );
 
-	this.update = function ( scene, camera ) {
 
-		var i, il, j, jl, n,
+		} else {
 
-		program, buffer, material,
-		webglObject, object, light,
-		renderList,
+			debug('face should be a face!', face);
 
-		fog = null;
+		}
 
-		// set GL state for depth map
+	}
 
-		_gl.clearColor( 1, 1, 1, 1 );
-		_gl.disable( _gl.BLEND );
+	newVertices = newPoints;
 
-		_renderer.setDepthTest( true );
+	// Step 4
 
-		// update scene
+	//	For each original point P, 
+	//		take the average F of all n face points for faces touching P, 
+	//		and take the average R of all n edge midpoints for edges touching P, 
+	//		where each edge midpoint is the average of its two endpoint vertices. 
+	//	Move each original point to the point
 
-		if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
 
-		// update camera matrices and frustum
+	var F = new THREE.Vector3();
+	var R = new THREE.Vector3();
 
-		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
-		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
+	var n;
+	for (i=0, il = originalPoints.length; i<il; i++) {
+		// (F + 2R + (n-3)P) / n
 
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+		if (vertexEdgeMap[i]===undefined) continue;
 
-		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
-		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
+		F.set(0,0,0);
+		R.set(0,0,0);
+		var newPos =  new THREE.Vector3(0,0,0);
 
-		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
-		_frustum.setFromMatrix( _projScreenMatrix );
+		var f = 0; // this counts number of faces, original vertex is connected to (also known as valance?)
+		for (j in vertexFaceMap[i]) {
+			F.addSelf(facePoints[j]);
+			f++;
+		}
 
-		// render depth map
+		var sharpEdgeCount = 0;
 
-		_renderer.setRenderTarget( this.renderTarget );
-		_renderer.clear();
+		n = vertexEdgeMap[i].length; // given a vertex, return its connecting edges
 
-		// set object matrices & frustum culling
+		// Are we on the border?
+		var boundary_case = f != n;
 
-		renderList = scene.__webglObjects;
+		// if (boundary_case) {
+		// 	console.error('moo', 'o', i, 'faces touched', f, 'edges',  n, n == 2);
+		// }
 
-		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+		for (j=0;j<n;j++) {
+			if (
+				sharpEdges[
+					orderedKey(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
+				]) {
+					sharpEdgeCount++;
+				}
+		}
 
-			webglObject = renderList[ j ];
-			object = webglObject.object;
+		// if ( sharpEdgeCount==2 ) {
+		// 	continue;
+		// 	// Do not move vertex if there's 2 connecting sharp edges.
+		// }
 
-			webglObject.render = false;
+		/*
+		if (sharpEdgeCount>2) {
+			// TODO
+		}
+		*/
 
-			if ( object.visible ) {
+		F.divideScalar(f);
 
-				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
 
-					object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
+		var boundary_edges = 0;
 
-					webglObject.render = true;
+		if (boundary_case) {
 
+			var bb_edge;
+			for (j=0; j<n;j++) {
+				edge = vertexEdgeMap[i][j];
+				bb_edge = edgeFaceMap[orderedKey(edge[0], edge[1])].length == 1
+				if (bb_edge) {
+					var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
+					R.addSelf(midPt);
+					boundary_edges++;
 				}
+			}
+
+			R.divideScalar(4);
+			// console.log(j + ' --- ' + n + ' --- ' + boundary_edges);
+			assert(boundary_edges == 2, 'should have only 2 boundary edges');
 
+		} else {
+			for (j=0; j<n;j++) {
+				edge = vertexEdgeMap[i][j];
+				var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
+				R.addSelf(midPt);
 			}
 
+			R.divideScalar(n);
 		}
 
-		// render regular objects
+		// Sum the formula
+		newPos.addSelf(originalPoints[i]);
 
-		var objectMaterial, useMorphing, useSkinning;
 
-		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+		if (boundary_case) {
 
-			webglObject = renderList[ j ];
+			newPos.divideScalar(2);
+			newPos.addSelf(R);
 
-			if ( webglObject.render ) {
+		} else {
 
-				object = webglObject.object;
-				buffer = webglObject.buffer;
+			newPos.multiplyScalar(n - 3);
 
-				// todo: create proper depth material for particles
+			newPos.addSelf(F);
+			newPos.addSelf(R.multiplyScalar(2));
+			newPos.divideScalar(n);
 
-				if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
+		}
 
-				objectMaterial = getObjectMaterial( object );
+		newVertices[i] = newPos;
 
-				if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
+	}
 
-				useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
-				useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+	var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
 
-				if ( object.customDepthMaterial ) {
+	newGeometry.vertices = newVertices;
+	newGeometry.faces = newFaces;
+	newGeometry.faceVertexUvs[ 0 ] = newUVs;
 
-					material = object.customDepthMaterial;
+	delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
 
-				} else if ( useSkinning ) {
+	newGeometry.computeCentroids();
+	newGeometry.computeFaceNormals();
+	newGeometry.computeVertexNormals();
 
-					material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ImmediateRenderObject = function ( ) {
+
+	THREE.Object3D.call( this );
+
+	this.render = function ( renderCallback ) { };
+
+};
+
+THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlare = function ( texture, size, distance, blending, color ) {
+
+	THREE.Object3D.call( this );
+
+	this.lensFlares = [];
+
+	this.positionScreen = new THREE.Vector3();
+	this.customUpdateCallback = undefined;
+
+	if( texture !== undefined ) {
+
+		this.add( texture, size, distance, blending, color );
+
+	}
+
+};
+
+THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
+
+
+/*
+ * Add: adds another flare
+ */
+
+THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
+
+	if( size === undefined ) size = -1;
+	if( distance === undefined ) distance = 0;
+	if( opacity === undefined ) opacity = 1;
+	if( color === undefined ) color = new THREE.Color( 0xffffff );
+	if( blending === undefined ) blending = THREE.NormalBlending;
+
+	distance = Math.min( distance, Math.max( 0, distance ) );
+
+	this.lensFlares.push( { texture: texture, 			// THREE.Texture
+		                    size: size, 				// size in pixels (-1 = use texture.width)
+		                    distance: distance, 		// distance (0-1) from light source (0=at light source)
+		                    x: 0, y: 0, z: 0,			// screen position (-1 => 1) z = 0 is ontop z = 1 is back
+		                    scale: 1, 					// scale
+		                    rotation: 1, 				// rotation
+		                    opacity: opacity,			// opacity
+							color: color,				// color
+		                    blending: blending } );		// blending
+
+};
+
+
+/*
+ * Update lens flares update positions on all flares based on the screen position
+ * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
+ */
+
+THREE.LensFlare.prototype.updateLensFlares = function () {
+
+	var f, fl = this.lensFlares.length;
+	var flare;
+	var vecX = -this.positionScreen.x * 2;
+	var vecY = -this.positionScreen.y * 2;
+
+	for( f = 0; f < fl; f ++ ) {
+
+		flare = this.lensFlares[ f ];
+
+		flare.x = this.positionScreen.x + vecX * flare.distance;
+		flare.y = this.positionScreen.y + vecY * flare.distance;
+
+		flare.wantedRotation = flare.x * Math.PI * 0.25;
+		flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
+
+	}
+
+};
+
+
+
+
+
+
+
+
+
+
+
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
 
-				} else if ( useMorphing ) {
+THREE.MorphBlendMesh = function( geometry, material ) {
 
-					material = _depthMaterialMorph;
+	THREE.Mesh.call( this, geometry, material );
 
-				} else {
+	this.animationsMap = {};
+	this.animationsList = [];
 
-					material = _depthMaterial;
+	// prepare default animation
+	// (all frames played together in 1 second)
 
-				}
+	var numFrames = this.geometry.morphTargets.length;
 
-				if ( buffer instanceof THREE.BufferGeometry ) {
+	var name = "__default";
 
-					_renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
+	var startFrame = 0;
+	var endFrame = numFrames - 1;
 
-				} else {
+	var fps = numFrames / 1;
 
-					_renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
+	this.createAnimation( name, startFrame, endFrame, fps );
+	this.setAnimationWeight( name, 1 );
 
-				}
+};
 
-			}
+THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
 
-		}
+THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
 
-		// set matrices and render immediate objects
+	var animation = {
 
-		renderList = scene.__webglObjectsImmediate;
+		startFrame: start,
+		endFrame: end,
 
-		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+		length: end - start + 1,
 
-			webglObject = renderList[ j ];
-			object = webglObject.object;
+		fps: fps,
+		duration: ( end - start ) / fps,
 
-			if ( object.visible ) {
+		lastFrame: 0,
+		currentFrame: 0,
 
-				object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
+		active: false,
 
-				_renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
+		time: 0,
+		direction: 1,
+		weight: 1,
 
-			}
+		directionBackwards: false,
+		mirroredLoop: false
 
-		}
+	};
 
-		// restore GL state
+	this.animationsMap[ name ] = animation;
+	this.animationsList.push( animation );
 
-		var clearColor = _renderer.getClearColor(),
-		clearAlpha = _renderer.getClearAlpha();
+};
 
-		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
-		_gl.enable( _gl.BLEND );
+THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
 
-	};
+	var pattern = /([a-z]+)(\d+)/;
 
-	// For the moment just ignore objects that have multiple materials with different animation methods
-	// Only the first material will be taken into account for deciding which depth material to use
+	var firstAnimation, frameRanges = {};
 
-	function getObjectMaterial( object ) {
+	var geometry = this.geometry;
 
-		return object.material instanceof THREE.MeshFaceMaterial
-			? object.material.materials[ 0 ]
-			: object.material;
+	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
 
-	};
+		var morph = geometry.morphTargets[ i ];
+		var chunks = morph.name.match( pattern );
 
-};
+		if ( chunks && chunks.length > 1 ) {
 
-/**
- * @author mikael emtinger / http://gomo.se/
- *
- */
+			var name = chunks[ 1 ];
+			var num = chunks[ 2 ];
 
-THREE.ShaderFlares = {
+			if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
 
-	'lensFlareVertexTexture': {
+			var range = frameRanges[ name ];
 
-		vertexShader: [
+			if ( i < range.start ) range.start = i;
+			if ( i > range.end ) range.end = i;
 
-			"uniform vec3 screenPosition;",
-			"uniform vec2 scale;",
-			"uniform float rotation;",
-			"uniform int renderType;",
+			if ( ! firstAnimation ) firstAnimation = name;
 
-			"uniform sampler2D occlusionMap;",
+		}
 
-			"attribute vec2 position;",
-			"attribute vec2 uv;",
+	}
 
-			"varying vec2 vUV;",
-			"varying float vVisibility;",
+	for ( var name in frameRanges ) {
 
-			"void main() {",
+		var range = frameRanges[ name ];
+		this.createAnimation( name, range.start, range.end, fps );
 
-				"vUV = uv;",
+	}
 
-				"vec2 pos = position;",
+	this.firstAnimation = firstAnimation;
 
-				"if( renderType == 2 ) {",
+};
 
-					"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
-									  "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
 
-					"vVisibility = (       visibility.r / 9.0 ) *",
-								  "( 1.0 - visibility.g / 9.0 ) *",
-								  "(       visibility.b / 9.0 ) *",
-								  "( 1.0 - visibility.a / 9.0 );",
+	var animation = this.animationsMap[ name ];
 
-					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
-					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+	if ( animation ) {
 
-				"}",
+		animation.direction = 1;
+		animation.directionBackwards = false;
 
-				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+	}
 
-			"}"
+};
 
-		].join( "\n" ),
+THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
 
-		fragmentShader: [
+	var animation = this.animationsMap[ name ];
 
-			"precision mediump float;",
+	if ( animation ) {
 
-			"uniform sampler2D map;",
-			"uniform float opacity;",
-			"uniform int renderType;",
-			"uniform vec3 color;",
+		animation.direction = -1;
+		animation.directionBackwards = true;
 
-			"varying vec2 vUV;",
-			"varying float vVisibility;",
+	}
 
-			"void main() {",
+};
 
-				// pink square
+THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
 
-				"if( renderType == 0 ) {",
+	var animation = this.animationsMap[ name ];
 
-					"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
+	if ( animation ) {
 
-				// restore
+		animation.fps = fps;
+		animation.duration = ( animation.end - animation.start ) / animation.fps;
 
-				"} else if( renderType == 1 ) {",
+	}
 
-					"gl_FragColor = texture2D( map, vUV );",
+};
 
-				// flare
+THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
 
-				"} else {",
+	var animation = this.animationsMap[ name ];
 
-					"vec4 texture = texture2D( map, vUV );",
-					"texture.a *= opacity * vVisibility;",
-					"gl_FragColor = texture;",
-					"gl_FragColor.rgb *= color;",
+	if ( animation ) {
 
-				"}",
+		animation.duration = duration;
+		animation.fps = ( animation.end - animation.start ) / animation.duration;
 
-			"}"
-		].join( "\n" )
+	}
 
-	},
+};
 
+THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
 
-	'lensFlare': {
+	var animation = this.animationsMap[ name ];
 
-		vertexShader: [
+	if ( animation ) {
 
-			"uniform vec3 screenPosition;",
-			"uniform vec2 scale;",
-			"uniform float rotation;",
-			"uniform int renderType;",
+		animation.weight = weight;
 
-			"attribute vec2 position;",
-			"attribute vec2 uv;",
+	}
 
-			"varying vec2 vUV;",
+};
 
-			"void main() {",
+THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
 
-				"vUV = uv;",
+	var animation = this.animationsMap[ name ];
 
-				"vec2 pos = position;",
+	if ( animation ) {
 
-				"if( renderType == 2 ) {",
+		animation.time = time;
 
-					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
-					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+	}
 
-				"}",
+};
 
-				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
 
-			"}"
+	var time = 0;
 
-		].join( "\n" ),
+	var animation = this.animationsMap[ name ];
 
-		fragmentShader: [
+	if ( animation ) {
 
-			"precision mediump float;",
+		time = animation.time;
 
-			"uniform sampler2D map;",
-			"uniform sampler2D occlusionMap;",
-			"uniform float opacity;",
-			"uniform int renderType;",
-			"uniform vec3 color;",
+	}
 
-			"varying vec2 vUV;",
+	return time;
 
-			"void main() {",
+};
 
-				// pink square
+THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
 
-				"if( renderType == 0 ) {",
+	var duration = -1;
 
-					"gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
+	var animation = this.animationsMap[ name ];
 
-				// restore
+	if ( animation ) {
 
-				"} else if( renderType == 1 ) {",
+		duration = animation.duration;
 
-					"gl_FragColor = texture2D( map, vUV );",
+	}
 
-				// flare
+	return duration;
 
-				"} else {",
+};
 
-					"float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
-									   "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
-									   "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
-									   "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
+THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
 
-					"visibility = ( 1.0 - visibility / 4.0 );",
+	var animation = this.animationsMap[ name ];
 
-					"vec4 texture = texture2D( map, vUV );",
-					"texture.a *= opacity * visibility;",
-					"gl_FragColor = texture;",
-					"gl_FragColor.rgb *= color;",
+	if ( animation ) {
 
-				"}",
+		animation.time = 0;
+		animation.active = true;
 
-			"}"
+	} else {
 
-		].join( "\n" )
+		console.warn( "animation[" + name + "] undefined" );
 
 	}
 
 };
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- *
- */
-
-THREE.ShaderSprite = {
 
-	'sprite': {
-
-		vertexShader: [
+THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
 
-			"uniform int useScreenCoordinates;",
-			"uniform int affectedByDistance;",
-			"uniform vec3 screenPosition;",
-			"uniform mat4 modelViewMatrix;",
-			"uniform mat4 projectionMatrix;",
-			"uniform float rotation;",
-			"uniform vec2 scale;",
-			"uniform vec2 alignment;",
-			"uniform vec2 uvOffset;",
-			"uniform vec2 uvScale;",
+	var animation = this.animationsMap[ name ];
 
-			"attribute vec2 position;",
-			"attribute vec2 uv;",
+	if ( animation ) {
 
-			"varying vec2 vUV;",
+		animation.active = false;
 
-			"void main() {",
+	}
 
-				"vUV = uvOffset + uv * uvScale;",
+};
 
-				"vec2 alignedPosition = position + alignment;",
+THREE.MorphBlendMesh.prototype.update = function ( delta ) {
 
-				"vec2 rotatedPosition;",
-				"rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
-				"rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
+	for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
 
-				"vec4 finalPosition;",
+		var animation = this.animationsList[ i ];
 
-				"if( useScreenCoordinates != 0 ) {",
+		if ( ! animation.active ) continue;
 
-					"finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
+		var frameTime = animation.duration / animation.length;
 
-				"} else {",
+		animation.time += animation.direction * delta;
 
-					"finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
-					"finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );",
+		if ( animation.mirroredLoop ) {
 
-				"}",
+			if ( animation.time > animation.duration || animation.time < 0 ) {
 
-				"gl_Position = finalPosition;",
+				animation.direction *= -1;
 
-			"}"
+				if ( animation.time > animation.duration ) {
 
-		].join( "\n" ),
+					animation.time = animation.duration;
+					animation.directionBackwards = true;
 
-		fragmentShader: [
+				}
 
-			"precision mediump float;",
+				if ( animation.time < 0 ) {
 
-			"uniform vec3 color;",
-			"uniform sampler2D map;",
-			"uniform float opacity;",
+					animation.time = 0;
+					animation.directionBackwards = false;
 
-			"uniform int fogType;",
-			"uniform vec3 fogColor;",
-			"uniform float fogDensity;",
-			"uniform float fogNear;",
-			"uniform float fogFar;",
+				}
 
-			"varying vec2 vUV;",
+			}
 
-			"void main() {",
+		} else {
 
-				"vec4 texture = texture2D( map, vUV );",
-				"gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
+			animation.time = animation.time % animation.duration;
 
-				"if ( fogType > 0 ) {",
+			if ( animation.time < 0 ) animation.time += animation.duration;
 
-					"float depth = gl_FragCoord.z / gl_FragCoord.w;",
-					"float fogFactor = 0.0;",
+		}
 
-					"if ( fogType == 1 ) {",
+		var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
+		var weight = animation.weight;
 
-						"fogFactor = smoothstep( fogNear, fogFar, depth );",
+		if ( keyframe !== animation.currentFrame ) {
 
-					"} else {",
+			this.morphTargetInfluences[ animation.lastFrame ] = 0;
+			this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
 
-						"const float LOG2 = 1.442695;",
-						"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
-						"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+			this.morphTargetInfluences[ keyframe ] = 0;
 
-					"}",
+			animation.lastFrame = animation.currentFrame;
+			animation.currentFrame = keyframe;
 
-					"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+		}
 
-				"}",
+		var mix = ( animation.time % frameTime ) / frameTime;
 
-			"}"
+		if ( animation.directionBackwards ) mix = 1 - mix;
 
-		].join( "\n" )
+		this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
+		this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
 
 	}
 
 };
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlarePlugin = function ( ) {
+
+	var _gl, _renderer, _lensFlare = {};
+
+	this.init = function ( renderer ) {
+
+		_gl = renderer.context;
+		_renderer = renderer;
+
+		_lensFlare.vertices = new Float32Array( 8 + 8 );
+		_lensFlare.faces = new Uint16Array( 6 );
+
+		var i = 0;
+		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1;	// vertex
+		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;	// uv... etc.
+
+		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
+		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;
+
+		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
+		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
+
+		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
+		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;
+
+		i = 0;
+		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
+		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
+
+		// buffers
+
+		_lensFlare.vertexBuffer     = _gl.createBuffer();
+		_lensFlare.elementBuffer    = _gl.createBuffer();
+
+		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
+		_gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
+
+		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
+		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
+
+		// textures
+
+		_lensFlare.tempTexture      = _gl.createTexture();
+		_lensFlare.occlusionTexture = _gl.createTexture();
+
+		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
+
+		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
+		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
+		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
+
+		if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
+
+			_lensFlare.hasVertexTexture = false;
+			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] );
+
+		} else {
+
+			_lensFlare.hasVertexTexture = true;
+			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] );
+
+		}
+
+		_lensFlare.attributes = {};
+		_lensFlare.uniforms = {};
+
+		_lensFlare.attributes.vertex       = _gl.getAttribLocation ( _lensFlare.program, "position" );
+		_lensFlare.attributes.uv           = _gl.getAttribLocation ( _lensFlare.program, "uv" );
+
+		_lensFlare.uniforms.renderType     = _gl.getUniformLocation( _lensFlare.program, "renderType" );
+		_lensFlare.uniforms.map            = _gl.getUniformLocation( _lensFlare.program, "map" );
+		_lensFlare.uniforms.occlusionMap   = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
+		_lensFlare.uniforms.opacity        = _gl.getUniformLocation( _lensFlare.program, "opacity" );
+		_lensFlare.uniforms.color          = _gl.getUniformLocation( _lensFlare.program, "color" );
+		_lensFlare.uniforms.scale          = _gl.getUniformLocation( _lensFlare.program, "scale" );
+		_lensFlare.uniforms.rotation       = _gl.getUniformLocation( _lensFlare.program, "rotation" );
+		_lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
+
+		_lensFlare.attributesEnabled = false;
+
+	};
+
+
+	/*
+	 * Render lens flares
+	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
+	 *         reads these back and calculates occlusion.
+	 *         Then _lensFlare.update_lensFlares() is called to re-position and
+	 *         update transparency of flares. Then they are rendered.
+	 *
+	 */
+
+	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+		var flares = scene.__webglFlares,
+			nFlares = flares.length;
+
+		if ( ! nFlares ) return;
+
+		var tempPosition = new THREE.Vector3();
+
+		var invAspect = viewportHeight / viewportWidth,
+			halfViewportWidth = viewportWidth * 0.5,
+			halfViewportHeight = viewportHeight * 0.5;
+
+		var size = 16 / viewportHeight,
+			scale = new THREE.Vector2( size * invAspect, size );
+
+		var screenPosition = new THREE.Vector3( 1, 1, 0 ),
+			screenPositionPixels = new THREE.Vector2( 1, 1 );
+
+		var uniforms = _lensFlare.uniforms,
+			attributes = _lensFlare.attributes;
+
+		// set _lensFlare program and reset blending
+
+		_gl.useProgram( _lensFlare.program );
+
+		if ( ! _lensFlare.attributesEnabled ) {
+
+			_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
+			_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
+
+			_lensFlare.attributesEnabled = true;
+
+		}
+
+		// loop through all lens flares to update their occlusion and positions
+		// setup gl and common used attribs/unforms
+
+		_gl.uniform1i( uniforms.occlusionMap, 0 );
+		_gl.uniform1i( uniforms.map, 1 );
+
+		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
+		_gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
+		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
+
+		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
+
+		_gl.disable( _gl.CULL_FACE );
+		_gl.depthMask( false );
+
+		var i, j, jl, flare, sprite;
+
+		for ( i = 0; i < nFlares; i ++ ) {
+
+			size = 16 / viewportHeight;
+			scale.set( size * invAspect, size );
+
+			// calc object screen position
+
+			flare = flares[ i ];
+
+			tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
+
+			camera.matrixWorldInverse.multiplyVector3( tempPosition );
+			camera.projectionMatrix.multiplyVector3( tempPosition );
+
+			// setup arrays for gl programs
+
+			screenPosition.copy( tempPosition )
+
+			screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
+			screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
+
+			// screen cull
+
+			if ( _lensFlare.hasVertexTexture || (
+				screenPositionPixels.x > 0 &&
+				screenPositionPixels.x < viewportWidth &&
+				screenPositionPixels.y > 0 &&
+				screenPositionPixels.y < viewportHeight ) ) {
+
+				// save current RGB to temp texture
+
+				_gl.activeTexture( _gl.TEXTURE1 );
+				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+				// render pink quad
+
+				_gl.uniform1i( uniforms.renderType, 0 );
+				_gl.uniform2f( uniforms.scale, scale.x, scale.y );
+				_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+
+				_gl.disable( _gl.BLEND );
+				_gl.enable( _gl.DEPTH_TEST );
+
+				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+
+				// copy result to occlusionMap
+
+				_gl.activeTexture( _gl.TEXTURE0 );
+				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
+				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+				// restore graphics
+
+				_gl.uniform1i( uniforms.renderType, 1 );
+				_gl.disable( _gl.DEPTH_TEST );
+
+				_gl.activeTexture( _gl.TEXTURE1 );
+				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+
+				// update object positions
+
+				flare.positionScreen.copy( screenPosition )
+
+				if ( flare.customUpdateCallback ) {
+
+					flare.customUpdateCallback( flare );
+
+				} else {
+
+					flare.updateLensFlares();
+
+				}
+
+				// render flares
+
+				_gl.uniform1i( uniforms.renderType, 2 );
+				_gl.enable( _gl.BLEND );
+
+				for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
+
+					sprite = flare.lensFlares[ j ];
+
+					if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
+
+						screenPosition.x = sprite.x;
+						screenPosition.y = sprite.y;
+						screenPosition.z = sprite.z;
+
+						size = sprite.size * sprite.scale / viewportHeight;
+
+						scale.x = size * invAspect;
+						scale.y = size;
+
+						_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+						_gl.uniform2f( uniforms.scale, scale.x, scale.y );
+						_gl.uniform1f( uniforms.rotation, sprite.rotation );
+
+						_gl.uniform1f( uniforms.opacity, sprite.opacity );
+						_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
+
+						_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
+						_renderer.setTexture( sprite.texture, 1 );
+
+						_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		// restore gl
+
+		_gl.enable( _gl.CULL_FACE );
+		_gl.enable( _gl.DEPTH_TEST );
+		_gl.depthMask( true );
+
+	};
+
+	function createProgram ( shader ) {
+
+		var program = _gl.createProgram();
+
+		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
+		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
+
+		_gl.shaderSource( fragmentShader, shader.fragmentShader );
+		_gl.shaderSource( vertexShader, shader.vertexShader );
+
+		_gl.compileShader( fragmentShader );
+		_gl.compileShader( vertexShader );
+
+		_gl.attachShader( program, fragmentShader );
+		_gl.attachShader( program, vertexShader );
+
+		_gl.linkProgram( program );
+
+		return program;
+
+	};
+
+};/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ShadowMapPlugin = function ( ) {
+
+	var _gl,
+	_renderer,
+	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+	_frustum = new THREE.Frustum(),
+	_projScreenMatrix = new THREE.Matrix4(),
+
+	_min = new THREE.Vector3(),
+	_max = new THREE.Vector3();
+
+	this.init = function ( renderer ) {
+
+		_gl = renderer.context;
+		_renderer = renderer;
+
+		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
+		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
+		_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
+		_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
+
+		_depthMaterial._shadowPass = true;
+		_depthMaterialMorph._shadowPass = true;
+		_depthMaterialSkin._shadowPass = true;
+		_depthMaterialMorphSkin._shadowPass = true;
+
+	};
+
+	this.render = function ( scene, camera ) {
+
+		if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
+
+		this.update( scene, camera );
+
+	};
+
+	this.update = function ( scene, camera ) {
+
+		var i, il, j, jl, n,
+
+		shadowMap, shadowMatrix, shadowCamera,
+		program, buffer, material,
+		webglObject, object, light,
+		renderList,
+
+		lights = [],
+		k = 0,
+
+		fog = null;
+
+		// set GL state for depth map
+
+		_gl.clearColor( 1, 1, 1, 1 );
+		_gl.disable( _gl.BLEND );
+
+		_gl.enable( _gl.CULL_FACE );
+		_gl.frontFace( _gl.CCW );
+
+		if ( _renderer.shadowMapCullFrontFaces ) {
+
+			_gl.cullFace( _gl.FRONT );
+
+		} else {
+
+			_gl.cullFace( _gl.BACK );
+
+		}
+
+		_renderer.setDepthTest( true );
+
+		// preprocess lights
+		// 	- skip lights that are not casting shadows
+		//	- create virtual lights for cascaded shadow maps
+
+		for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
+
+			light = scene.__lights[ i ];
+
+			if ( ! light.castShadow ) continue;
+
+			if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
+
+				for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
+
+					var virtualLight;
+
+					if ( ! light.shadowCascadeArray[ n ] ) {
+
+						virtualLight = createVirtualLight( light, n );
+						virtualLight.originalCamera = camera;
+
+						var gyro = new THREE.Gyroscope();
+						gyro.position = light.shadowCascadeOffset;
+
+						gyro.add( virtualLight );
+						gyro.add( virtualLight.target );
+
+						camera.add( gyro );
+
+						light.shadowCascadeArray[ n ] = virtualLight;
+
+						console.log( "Created virtualLight", virtualLight );
+
+					} else {
+
+						virtualLight = light.shadowCascadeArray[ n ];
+
+					}
+
+					updateVirtualLight( light, n );
+
+					lights[ k ] = virtualLight;
+					k ++;
+
+				}
+
+			} else {
+
+				lights[ k ] = light;
+				k ++;
+
+			}
+
+		}
+
+		// render depth map
+
+		for ( i = 0, il = lights.length; i < il; i ++ ) {
+
+			light = lights[ i ];
+
+			if ( ! light.shadowMap ) {
+
+				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
+
+				light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
+				light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
+
+				light.shadowMatrix = new THREE.Matrix4();
+
+			}
+
+			if ( ! light.shadowCamera ) {
+
+				if ( light instanceof THREE.SpotLight ) {
+
+					light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
+
+				} else if ( light instanceof THREE.DirectionalLight ) {
+
+					light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
+
+				} else {
+
+					console.error( "Unsupported light type for shadow" );
+					continue;
+
+				}
+
+				scene.add( light.shadowCamera );
+
+				if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
+
+			}
+
+			if ( light.shadowCameraVisible && ! light.cameraHelper ) {
+
+				light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
+				light.shadowCamera.add( light.cameraHelper );
+
+			}
+
+			if ( light.isVirtual && virtualLight.originalCamera == camera ) {
+
+				updateShadowCamera( camera, light );
+
+			}
+
+			shadowMap = light.shadowMap;
+			shadowMatrix = light.shadowMatrix;
+			shadowCamera = light.shadowCamera;
+
+			shadowCamera.position.copy( light.matrixWorld.getPosition() );
+			shadowCamera.lookAt( light.target.matrixWorld.getPosition() );
+			shadowCamera.updateMatrixWorld();
+
+			shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
+
+			if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
+			if ( light.shadowCameraVisible ) light.cameraHelper.update();
+
+			// compute shadow matrix
+
+			shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
+							  0.0, 0.5, 0.0, 0.5,
+							  0.0, 0.0, 0.5, 0.5,
+							  0.0, 0.0, 0.0, 1.0 );
+
+			shadowMatrix.multiplySelf( shadowCamera.projectionMatrix );
+			shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse );
+
+			// update camera matrices and frustum
+
+			if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 );
+			if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 );
+
+			shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray );
+			shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray );
+
+			_projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+			_frustum.setFromMatrix( _projScreenMatrix );
+
+			// render shadow map
+
+			_renderer.setRenderTarget( shadowMap );
+			_renderer.clear();
+
+			// set object matrices & frustum culling
+
+			renderList = scene.__webglObjects;
+
+			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+				webglObject = renderList[ j ];
+				object = webglObject.object;
+
+				webglObject.render = false;
+
+				if ( object.visible && object.castShadow ) {
+
+					if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
+
+						object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+						webglObject.render = true;
+
+					}
+
+				}
+
+			}
+
+			// render regular objects
+
+			var objectMaterial, useMorphing, useSkinning;
+
+			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+				webglObject = renderList[ j ];
+
+				if ( webglObject.render ) {
+
+					object = webglObject.object;
+					buffer = webglObject.buffer;
+
+					// culling is overriden globally for all objects
+					// while rendering depth map
+
+					// need to deal with MeshFaceMaterial somehow
+					// in that case just use the first of material.materials for now
+					// (proper solution would require to break objects by materials
+					//  similarly to regular rendering and then set corresponding
+					//  depth materials per each chunk instead of just once per object)
+
+					objectMaterial = getObjectMaterial( object );
+
+					useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
+					useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+					if ( object.customDepthMaterial ) {
+
+						material = object.customDepthMaterial;
+
+					} else if ( useSkinning ) {
+
+						material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+					} else if ( useMorphing ) {
+
+						material = _depthMaterialMorph;
+
+					} else {
+
+						material = _depthMaterial;
+
+					}
+
+					if ( buffer instanceof THREE.BufferGeometry ) {
+
+						_renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
+
+					} else {
+
+						_renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
+
+					}
+
+				}
+
+			}
+
+			// set matrices and render immediate objects
+
+			renderList = scene.__webglObjectsImmediate;
+
+			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+				webglObject = renderList[ j ];
+				object = webglObject.object;
+
+				if ( object.visible && object.castShadow ) {
+
+					object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+					_renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
+
+				}
+
+			}
+
+		}
+
+		// restore GL state
+
+		var clearColor = _renderer.getClearColor(),
+		clearAlpha = _renderer.getClearAlpha();
+
+		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
+		_gl.enable( _gl.BLEND );
+
+		if ( _renderer.shadowMapCullFrontFaces ) {
+
+			_gl.cullFace( _gl.BACK );
+
+		}
+
+	};
+
+	function createVirtualLight( light, cascade ) {
+
+		var virtualLight = new THREE.DirectionalLight();
+
+		virtualLight.isVirtual = true;
+
+		virtualLight.onlyShadow = true;
+		virtualLight.castShadow = true;
+
+		virtualLight.shadowCameraNear = light.shadowCameraNear;
+		virtualLight.shadowCameraFar = light.shadowCameraFar;
+
+		virtualLight.shadowCameraLeft = light.shadowCameraLeft;
+		virtualLight.shadowCameraRight = light.shadowCameraRight;
+		virtualLight.shadowCameraBottom = light.shadowCameraBottom;
+		virtualLight.shadowCameraTop = light.shadowCameraTop;
+
+		virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+
+		virtualLight.shadowDarkness = light.shadowDarkness;
+
+		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+		virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
+		virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
+
+		virtualLight.pointsWorld = [];
+		virtualLight.pointsFrustum = [];
+
+		var pointsWorld = virtualLight.pointsWorld,
+			pointsFrustum = virtualLight.pointsFrustum;
+
+		for ( var i = 0; i < 8; i ++ ) {
+
+			pointsWorld[ i ] = new THREE.Vector3();
+			pointsFrustum[ i ] = new THREE.Vector3();
+
+		}
+
+		var nearZ = light.shadowCascadeNearZ[ cascade ];
+		var farZ = light.shadowCascadeFarZ[ cascade ];
+
+		pointsFrustum[ 0 ].set( -1, -1, nearZ );
+		pointsFrustum[ 1 ].set(  1, -1, nearZ );
+		pointsFrustum[ 2 ].set( -1,  1, nearZ );
+		pointsFrustum[ 3 ].set(  1,  1, nearZ );
+
+		pointsFrustum[ 4 ].set( -1, -1, farZ );
+		pointsFrustum[ 5 ].set(  1, -1, farZ );
+		pointsFrustum[ 6 ].set( -1,  1, farZ );
+		pointsFrustum[ 7 ].set(  1,  1, farZ );
+
+		return virtualLight;
+
+	}
+
+	// Synchronize virtual light with the original light
+
+	function updateVirtualLight( light, cascade ) {
+
+		var virtualLight = light.shadowCascadeArray[ cascade ];
+
+		virtualLight.position.copy( light.position );
+		virtualLight.target.position.copy( light.target.position );
+		virtualLight.lookAt( virtualLight.target );
+
+		virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+		virtualLight.shadowDarkness = light.shadowDarkness;
+
+		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+
+		var nearZ = light.shadowCascadeNearZ[ cascade ];
+		var farZ = light.shadowCascadeFarZ[ cascade ];
+
+		var pointsFrustum = virtualLight.pointsFrustum;
+
+		pointsFrustum[ 0 ].z = nearZ;
+		pointsFrustum[ 1 ].z = nearZ;
+		pointsFrustum[ 2 ].z = nearZ;
+		pointsFrustum[ 3 ].z = nearZ;
+
+		pointsFrustum[ 4 ].z = farZ;
+		pointsFrustum[ 5 ].z = farZ;
+		pointsFrustum[ 6 ].z = farZ;
+		pointsFrustum[ 7 ].z = farZ;
+
+	}
+
+	// Fit shadow camera's ortho frustum to camera frustum
+
+	function updateShadowCamera( camera, light ) {
+
+		var shadowCamera = light.shadowCamera,
+			pointsFrustum = light.pointsFrustum,
+			pointsWorld = light.pointsWorld;
+
+		_min.set( Infinity, Infinity, Infinity );
+		_max.set( -Infinity, -Infinity, -Infinity );
+
+		for ( var i = 0; i < 8; i ++ ) {
+
+			var p = pointsWorld[ i ];
+
+			p.copy( pointsFrustum[ i ] );
+			THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
+
+			shadowCamera.matrixWorldInverse.multiplyVector3( p );
+
+			if ( p.x < _min.x ) _min.x = p.x;
+			if ( p.x > _max.x ) _max.x = p.x;
+
+			if ( p.y < _min.y ) _min.y = p.y;
+			if ( p.y > _max.y ) _max.y = p.y;
+
+			if ( p.z < _min.z ) _min.z = p.z;
+			if ( p.z > _max.z ) _max.z = p.z;
+
+		}
+
+		shadowCamera.left = _min.x;
+		shadowCamera.right = _max.x;
+		shadowCamera.top = _max.y;
+		shadowCamera.bottom = _min.y;
+
+		// can't really fit near/far
+		//shadowCamera.near = _min.z;
+		//shadowCamera.far = _max.z;
+
+		shadowCamera.updateProjectionMatrix();
+
+	}
+
+	// For the moment just ignore objects that have multiple materials with different animation methods
+	// Only the first material will be taken into account for deciding which depth material to use for shadow maps
+
+	function getObjectMaterial( object ) {
+
+		return object.material instanceof THREE.MeshFaceMaterial
+			? object.material.materials[ 0 ]
+			: object.material;
+
+	};
+
+};
+
+THREE.ShadowMapPlugin.__projector = new THREE.Projector();
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpritePlugin = function ( ) {
+
+	var _gl, _renderer, _sprite = {};
+
+	this.init = function ( renderer ) {
+
+		_gl = renderer.context;
+		_renderer = renderer;
+
+		_sprite.vertices = new Float32Array( 8 + 8 );
+		_sprite.faces    = new Uint16Array( 6 );
+
+		var i = 0;
+
+		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
+		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 0
+
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 1
+
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 2
+
+		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
+		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 3
+
+		i = 0;
+
+		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
+		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
+
+		_sprite.vertexBuffer  = _gl.createBuffer();
+		_sprite.elementBuffer = _gl.createBuffer();
+
+		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
+		_gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
+
+		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
+		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
+
+		_sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] );
+
+		_sprite.attributes = {};
+		_sprite.uniforms = {};
+
+		_sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
+		_sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );
+
+		_sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
+		_sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );
+
+		_sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
+		_sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
+		_sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );
+
+		_sprite.uniforms.color                = _gl.getUniformLocation( _sprite.program, "color" );
+		_sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
+		_sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );
+
+		_sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
+		_sprite.uniforms.affectedByDistance   = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
+		_sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
+		_sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
+		_sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
+
+		_sprite.uniforms.fogType 		  	  = _gl.getUniformLocation( _sprite.program, "fogType" );
+		_sprite.uniforms.fogDensity 		  = _gl.getUniformLocation( _sprite.program, "fogDensity" );
+		_sprite.uniforms.fogNear 		  	  = _gl.getUniformLocation( _sprite.program, "fogNear" );
+		_sprite.uniforms.fogFar 		  	  = _gl.getUniformLocation( _sprite.program, "fogFar" );
+		_sprite.uniforms.fogColor 		  	  = _gl.getUniformLocation( _sprite.program, "fogColor" );
+
+		_sprite.attributesEnabled = false;
+
+	};
+
+	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+		var sprites = scene.__webglSprites,
+			nSprites = sprites.length;
+
+		if ( ! nSprites ) return;
+
+		var attributes = _sprite.attributes,
+			uniforms = _sprite.uniforms;
+
+		var invAspect = viewportHeight / viewportWidth;
+
+		var halfViewportWidth = viewportWidth * 0.5,
+			halfViewportHeight = viewportHeight * 0.5;
+
+		var mergeWith3D = true;
+
+		// setup gl
+
+		_gl.useProgram( _sprite.program );
+
+		if ( ! _sprite.attributesEnabled ) {
+
+			_gl.enableVertexAttribArray( attributes.position );
+			_gl.enableVertexAttribArray( attributes.uv );
+
+			_sprite.attributesEnabled = true;
+
+		}
+
+		_gl.disable( _gl.CULL_FACE );
+		_gl.enable( _gl.BLEND );
+		_gl.depthMask( true );
+
+		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
+		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
+		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
+
+		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
+
+		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray );
+
+		_gl.activeTexture( _gl.TEXTURE0 );
+		_gl.uniform1i( uniforms.map, 0 );
+
+		var oldFogType = 0;
+		var sceneFogType = 0;
+		var fog = scene.fog;
+
+		if ( fog ) {
+
+			_gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
+
+			if ( fog instanceof THREE.Fog ) {
+
+				_gl.uniform1f( uniforms.fogNear, fog.near );
+				_gl.uniform1f( uniforms.fogFar, fog.far );
+
+				_gl.uniform1i( uniforms.fogType, 1 );
+				oldFogType = 1;
+				sceneFogType = 1;
+
+			} else if ( fog instanceof THREE.FogExp2 ) {
+
+				_gl.uniform1f( uniforms.fogDensity, fog.density );
+
+				_gl.uniform1i( uniforms.fogType, 2 );
+				oldFogType = 2;
+				sceneFogType = 2;
+
+			}
+
+		} else {
+
+			_gl.uniform1i( uniforms.fogType, 0 );
+			oldFogType = 0;
+			sceneFogType = 0;
+
+		}
+
+
+		// update positions and sort
+
+		var i, sprite, screenPosition, size, fogType, scale = [];
+
+		for( i = 0; i < nSprites; i ++ ) {
+
+			sprite = sprites[ i ];
+
+			if ( ! sprite.visible || sprite.opacity === 0 ) continue;
+
+			if ( ! sprite.useScreenCoordinates ) {
+
+				sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld );
+				sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
+
+			} else {
+
+				sprite.z = - sprite.position.z;
+
+			}
+
+		}
+
+		sprites.sort( painterSortStable );
+
+		// render all sprites
+
+		for( i = 0; i < nSprites; i ++ ) {
+
+			sprite = sprites[ i ];
+
+			if ( ! sprite.visible || sprite.opacity === 0 ) continue;
+
+			if ( sprite.map && sprite.map.image && sprite.map.image.width ) {
+
+				if ( sprite.useScreenCoordinates ) {
+
+					_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
+					_gl.uniform3f(
+						uniforms.screenPosition,
+						( sprite.position.x - halfViewportWidth  ) / halfViewportWidth,
+						( halfViewportHeight - sprite.position.y ) / halfViewportHeight,
+						Math.max( 0, Math.min( 1, sprite.position.z ) )
+					);
+
+				} else {
+
+					_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
+					_gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 );
+					_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
+
+				}
+
+				if ( scene.fog && sprite.fog ) {
+
+					fogType = sceneFogType;
+
+				} else {
+
+					fogType = 0;
+
+				}
+
+				if ( oldFogType !== fogType ) {
+
+					_gl.uniform1i( uniforms.fogType, fogType );
+					oldFogType = fogType;
+
+				}
+
+				size = 1 / ( sprite.scaleByViewport ? viewportHeight : 1 );
+
+				scale[ 0 ] = size * invAspect * sprite.scale.x;
+				scale[ 1 ] = size * sprite.scale.y;
+
+				_gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y );
+				_gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y );
+				_gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y );
+
+				_gl.uniform1f( uniforms.opacity, sprite.opacity );
+				_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
+
+				_gl.uniform1f( uniforms.rotation, sprite.rotation );
+				_gl.uniform2fv( uniforms.scale, scale );
+
+				if ( sprite.mergeWith3D && !mergeWith3D ) {
+
+					_gl.enable( _gl.DEPTH_TEST );
+					mergeWith3D = true;
+
+				} else if ( ! sprite.mergeWith3D && mergeWith3D ) {
+
+					_gl.disable( _gl.DEPTH_TEST );
+					mergeWith3D = false;
+
+				}
+
+				_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
+				_renderer.setTexture( sprite.map, 0 );
+
+				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+			}
+
+		}
+
+		// restore gl
+
+		_gl.enable( _gl.CULL_FACE );
+		_gl.enable( _gl.DEPTH_TEST );
+		_gl.depthMask( true );
+
+	};
+
+	function createProgram ( shader ) {
+
+		var program = _gl.createProgram();
+
+		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
+		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
+
+		_gl.shaderSource( fragmentShader, shader.fragmentShader );
+		_gl.shaderSource( vertexShader, shader.vertexShader );
+
+		_gl.compileShader( fragmentShader );
+		_gl.compileShader( vertexShader );
+
+		_gl.attachShader( program, fragmentShader );
+		_gl.attachShader( program, vertexShader );
+
+		_gl.linkProgram( program );
+
+		return program;
+
+	};
+
+	function painterSortStable ( a, b ) {
+
+		if ( a.z !== b.z ) {
+
+			return b.z - a.z;
+
+		} else {
+
+			return b.id - a.id;
+
+		}
+
+	};
+
+};/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DepthPassPlugin = function ( ) {
+
+	this.enabled = false;
+	this.renderTarget = null;
+
+	var _gl,
+	_renderer,
+	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+	_frustum = new THREE.Frustum(),
+	_projScreenMatrix = new THREE.Matrix4();
+
+	this.init = function ( renderer ) {
+
+		_gl = renderer.context;
+		_renderer = renderer;
+
+		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
+		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
+		_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
+		_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
+
+		_depthMaterial._shadowPass = true;
+		_depthMaterialMorph._shadowPass = true;
+		_depthMaterialSkin._shadowPass = true;
+		_depthMaterialMorphSkin._shadowPass = true;
+
+	};
+
+	this.render = function ( scene, camera ) {
+
+		if ( ! this.enabled ) return;
+
+		this.update( scene, camera );
+
+	};
+
+	this.update = function ( scene, camera ) {
+
+		var i, il, j, jl, n,
+
+		program, buffer, material,
+		webglObject, object, light,
+		renderList,
+
+		fog = null;
+
+		// set GL state for depth map
+
+		_gl.clearColor( 1, 1, 1, 1 );
+		_gl.disable( _gl.BLEND );
+
+		_renderer.setDepthTest( true );
+
+		// update scene
+
+		if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
+
+		// update camera matrices and frustum
+
+		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
+		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
+		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
+
+		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+		_frustum.setFromMatrix( _projScreenMatrix );
+
+		// render depth map
+
+		_renderer.setRenderTarget( this.renderTarget );
+		_renderer.clear();
+
+		// set object matrices & frustum culling
+
+		renderList = scene.__webglObjects;
+
+		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+			webglObject = renderList[ j ];
+			object = webglObject.object;
+
+			webglObject.render = false;
+
+			if ( object.visible ) {
+
+				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
+
+					object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
+
+					webglObject.render = true;
+
+				}
+
+			}
+
+		}
+
+		// render regular objects
+
+		var objectMaterial, useMorphing, useSkinning;
+
+		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+			webglObject = renderList[ j ];
+
+			if ( webglObject.render ) {
+
+				object = webglObject.object;
+				buffer = webglObject.buffer;
+
+				// todo: create proper depth material for particles
+
+				if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
+
+				objectMaterial = getObjectMaterial( object );
+
+				if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
+
+				useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
+				useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+				if ( object.customDepthMaterial ) {
+
+					material = object.customDepthMaterial;
+
+				} else if ( useSkinning ) {
+
+					material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+				} else if ( useMorphing ) {
+
+					material = _depthMaterialMorph;
+
+				} else {
+
+					material = _depthMaterial;
+
+				}
+
+				if ( buffer instanceof THREE.BufferGeometry ) {
+
+					_renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
+
+				} else {
+
+					_renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
+
+				}
+
+			}
+
+		}
+
+		// set matrices and render immediate objects
+
+		renderList = scene.__webglObjectsImmediate;
+
+		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+			webglObject = renderList[ j ];
+			object = webglObject.object;
+
+			if ( object.visible ) {
+
+				object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
+
+				_renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
+
+			}
+
+		}
+
+		// restore GL state
+
+		var clearColor = _renderer.getClearColor(),
+		clearAlpha = _renderer.getClearAlpha();
+
+		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
+		_gl.enable( _gl.BLEND );
+
+	};
+
+	// For the moment just ignore objects that have multiple materials with different animation methods
+	// Only the first material will be taken into account for deciding which depth material to use
+
+	function getObjectMaterial( object ) {
+
+		return object.material instanceof THREE.MeshFaceMaterial
+			? object.material.materials[ 0 ]
+			: object.material;
+
+	};
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ *
+ */
+
+THREE.ShaderFlares = {
+
+	'lensFlareVertexTexture': {
+
+		vertexShader: [
+
+			"uniform vec3 screenPosition;",
+			"uniform vec2 scale;",
+			"uniform float rotation;",
+			"uniform int renderType;",
+
+			"uniform sampler2D occlusionMap;",
+
+			"attribute vec2 position;",
+			"attribute vec2 uv;",
+
+			"varying vec2 vUV;",
+			"varying float vVisibility;",
+
+			"void main() {",
+
+				"vUV = uv;",
+
+				"vec2 pos = position;",
+
+				"if( renderType == 2 ) {",
+
+					"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
+
+					"vVisibility = (       visibility.r / 9.0 ) *",
+								  "( 1.0 - visibility.g / 9.0 ) *",
+								  "(       visibility.b / 9.0 ) *",
+								  "( 1.0 - visibility.a / 9.0 );",
+
+					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+				"}",
+
+				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+			"}"
+
+		].join( "\n" ),
+
+		fragmentShader: [
+
+			"precision mediump float;",
+
+			"uniform sampler2D map;",
+			"uniform float opacity;",
+			"uniform int renderType;",
+			"uniform vec3 color;",
+
+			"varying vec2 vUV;",
+			"varying float vVisibility;",
+
+			"void main() {",
+
+				// pink square
+
+				"if( renderType == 0 ) {",
+
+					"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
+
+				// restore
+
+				"} else if( renderType == 1 ) {",
+
+					"gl_FragColor = texture2D( map, vUV );",
+
+				// flare
+
+				"} else {",
+
+					"vec4 texture = texture2D( map, vUV );",
+					"texture.a *= opacity * vVisibility;",
+					"gl_FragColor = texture;",
+					"gl_FragColor.rgb *= color;",
+
+				"}",
+
+			"}"
+		].join( "\n" )
+
+	},
+
+
+	'lensFlare': {
+
+		vertexShader: [
+
+			"uniform vec3 screenPosition;",
+			"uniform vec2 scale;",
+			"uniform float rotation;",
+			"uniform int renderType;",
+
+			"attribute vec2 position;",
+			"attribute vec2 uv;",
+
+			"varying vec2 vUV;",
+
+			"void main() {",
+
+				"vUV = uv;",
+
+				"vec2 pos = position;",
+
+				"if( renderType == 2 ) {",
+
+					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+				"}",
+
+				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+			"}"
+
+		].join( "\n" ),
+
+		fragmentShader: [
+
+			"precision mediump float;",
+
+			"uniform sampler2D map;",
+			"uniform sampler2D occlusionMap;",
+			"uniform float opacity;",
+			"uniform int renderType;",
+			"uniform vec3 color;",
+
+			"varying vec2 vUV;",
+
+			"void main() {",
+
+				// pink square
+
+				"if( renderType == 0 ) {",
+
+					"gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
+
+				// restore
+
+				"} else if( renderType == 1 ) {",
+
+					"gl_FragColor = texture2D( map, vUV );",
+
+				// flare
+
+				"} else {",
+
+					"float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
+									   "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
+									   "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
+									   "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
+
+					"visibility = ( 1.0 - visibility / 4.0 );",
+
+					"vec4 texture = texture2D( map, vUV );",
+					"texture.a *= opacity * visibility;",
+					"gl_FragColor = texture;",
+					"gl_FragColor.rgb *= color;",
+
+				"}",
+
+			"}"
+
+		].join( "\n" )
+
+	}
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ */
+
+THREE.ShaderSprite = {
+
+	'sprite': {
+
+		vertexShader: [
+
+			"uniform int useScreenCoordinates;",
+			"uniform int affectedByDistance;",
+			"uniform vec3 screenPosition;",
+			"uniform mat4 modelViewMatrix;",
+			"uniform mat4 projectionMatrix;",
+			"uniform float rotation;",
+			"uniform vec2 scale;",
+			"uniform vec2 alignment;",
+			"uniform vec2 uvOffset;",
+			"uniform vec2 uvScale;",
+
+			"attribute vec2 position;",
+			"attribute vec2 uv;",
+
+			"varying vec2 vUV;",
+
+			"void main() {",
+
+				"vUV = uvOffset + uv * uvScale;",
+
+				"vec2 alignedPosition = position + alignment;",
+
+				"vec2 rotatedPosition;",
+				"rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
+				"rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
+
+				"vec4 finalPosition;",
+
+				"if( useScreenCoordinates != 0 ) {",
+
+					"finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
+
+				"} else {",
+
+					"finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
+					"finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );",
+
+				"}",
+
+				"gl_Position = finalPosition;",
+
+			"}"
+
+		].join( "\n" ),
+
+		fragmentShader: [
+
+			"precision mediump float;",
+
+			"uniform vec3 color;",
+			"uniform sampler2D map;",
+			"uniform float opacity;",
+
+			"uniform int fogType;",
+			"uniform vec3 fogColor;",
+			"uniform float fogDensity;",
+			"uniform float fogNear;",
+			"uniform float fogFar;",
+
+			"varying vec2 vUV;",
+
+			"void main() {",
+
+				"vec4 texture = texture2D( map, vUV );",
+				"gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
+
+				"if ( fogType > 0 ) {",
+
+					"float depth = gl_FragCoord.z / gl_FragCoord.w;",
+					"float fogFactor = 0.0;",
+
+					"if ( fogType == 1 ) {",
+
+						"fogFactor = smoothstep( fogNear, fogFar, depth );",
+
+					"} else {",
+
+						"const float LOG2 = 1.442695;",
+						"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
+						"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+
+					"}",
+
+					"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+
+				"}",
+
+			"}"
+
+		].join( "\n" )
+
+	}
+
+};

+ 22 - 22
build/three.min.js

@@ -119,8 +119,9 @@ w,r,E,z,v,u,D=[],C=[],G=new THREE.Vector3,N=new THREE.Vector3,B=new THREE.Vector
 f.vertexNormals.length;d++)H.copy(f.vertexNormals[d]),e=f[I[d]],u=D[e],B.copy(u),B.subSelf(H.multiplyScalar(H.dot(u))).normalize(),J.cross(f.vertexNormals[d],u),e=J.dot(C[e]),e=0>e?-1:1,f.vertexTangents[d]=new THREE.Vector4(B.x,B.y,B.z,e)}this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;c<d;c++)0<c&&(a+=b[c].distanceTo(b[c-1])),this.lineDistances[c]=a},computeBoundingBox:function(){this.boundingBox||(this.boundingBox={min:new THREE.Vector3,max:new THREE.Vector3});
 if(0<this.vertices.length){var a;a=this.vertices[0];this.boundingBox.min.copy(a);this.boundingBox.max.copy(a);for(var b=this.boundingBox.min,c=this.boundingBox.max,d=1,e=this.vertices.length;d<e;d++)(a=this.vertices[d],a.x<b.x?b.x=a.x:a.x>c.x&&(c.x=a.x),a.y<b.y?b.y=a.y:a.y>c.y&&(c.y=a.y),a.z<b.z)?b.z=a.z:a.z>c.z&&(c.z=a.z)}else this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){var a=0;null===this.boundingSphere&&(this.boundingSphere={radius:0});for(var b=
 0,c=this.vertices.length;b<c;b++){var d=this.vertices[b].lengthSq();d>a&&(a=d)}this.boundingSphere.radius=Math.sqrt(a)},mergeVertices:function(){var a={},b=[],c=[],d,e=Math.pow(10,4),f,g,h,i;f=0;for(g=this.vertices.length;f<g;f++)d=this.vertices[f],d=[Math.round(d.x*e),Math.round(d.y*e),Math.round(d.z*e)].join("_"),void 0===a[d]?(a[d]=f,b.push(this.vertices[f]),c[f]=b.length-1):c[f]=c[a[d]];f=0;for(g=this.faces.length;f<g;f++)if(a=this.faces[f],a instanceof THREE.Face3)a.a=c[a.a],a.b=c[a.b],a.c=c[a.c];
-else if(a instanceof THREE.Face4){a.a=c[a.a];a.b=c[a.b];a.c=c[a.c];a.d=c[a.d];d=[a.a,a.b,a.c,a.d];for(e=3;0<e;e--)if(d.indexOf(a["abcd"[e]])!==e){d.splice(e,1);this.faces[f]=new THREE.Face3(d[0],d[1],d[2],a.normal,a.color,a.materialIndex);d=0;for(h=this.faceVertexUvs.length;d<h;d++)(i=this.faceVertexUvs[d][f])&&i.splice(e,1);this.faces[f].vertexColors=a.vertexColors;break}}c=this.vertices.length-b.length;this.vertices=b;return c},clone:function(){},deallocate:function(){var a=THREE.GeometryLibrary.indexOf(this);
--1!==a&&THREE.GeometryLibrary.splice(a,1)}};THREE.GeometryIdCount=0;THREE.GeometryLibrary=[];THREE.BufferGeometry=function(){THREE.GeometryLibrary.push(this);this.id=THREE.GeometryIdCount++;this.attributes={};this.dynamic=!1;this.boundingSphere=this.boundingBox=null;this.hasTangents=!1;this.morphTargets=[]};
+else if(a instanceof THREE.Face4){a.a=c[a.a];a.b=c[a.b];a.c=c[a.c];a.d=c[a.d];d=[a.a,a.b,a.c,a.d];for(e=3;0<e;e--)if(d.indexOf(a["abcd"[e]])!==e){d.splice(e,1);this.faces[f]=new THREE.Face3(d[0],d[1],d[2],a.normal,a.color,a.materialIndex);d=0;for(h=this.faceVertexUvs.length;d<h;d++)(i=this.faceVertexUvs[d][f])&&i.splice(e,1);this.faces[f].vertexColors=a.vertexColors;break}}c=this.vertices.length-b.length;this.vertices=b;return c},clone:function(){for(var a=new THREE.Geometry,b=this.vertices,c=0,d=
+b.length;c<d;c++)a.vertices.push(b[c].clone());b=this.faces;c=0;for(d=b.length;c<d;c++)a.faces.push(b[c].clone());b=this.faceVertexUvs[0];c=0;for(d=b.length;c<d;c++){for(var e=b[c],f=[],g=0,h=e.length;g<h;g++)f.push(new THREE.UV(e[g].u,e[g].v));a.faceVertexUvs[0].push(f)}return a},deallocate:function(){var a=THREE.GeometryLibrary.indexOf(this);-1!==a&&THREE.GeometryLibrary.splice(a,1)}};THREE.GeometryIdCount=0;THREE.GeometryLibrary=[];
+THREE.BufferGeometry=function(){THREE.GeometryLibrary.push(this);this.id=THREE.GeometryIdCount++;this.attributes={};this.dynamic=!1;this.boundingSphere=this.boundingBox=null;this.hasTangents=!1;this.morphTargets=[]};
 THREE.BufferGeometry.prototype={constructor:THREE.BufferGeometry,applyMatrix:function(a){var b,c;this.attributes.position&&(b=this.attributes.position.array);this.attributes.normal&&(c=this.attributes.normal.array);void 0!==b&&(a.multiplyVector3Array(b),this.verticesNeedUpdate=!0);void 0!==c&&(b=new THREE.Matrix3,b.getInverse(a).transpose(),b.multiplyVector3Array(c),this.normalizeNormals(),this.normalsNeedUpdate=!0)},computeBoundingBox:function(){this.boundingBox||(this.boundingBox={min:new THREE.Vector3(Infinity,
 Infinity,Infinity),max:new THREE.Vector3(-Infinity,-Infinity,-Infinity)});var a=this.attributes.position.array;if(a)for(var b=this.boundingBox,c,d,e,f=0,g=a.length;f<g;f+=3)(c=a[f],d=a[f+1],e=a[f+2],c<b.min.x?b.min.x=c:c>b.max.x&&(b.max.x=c),d<b.min.y?b.min.y=d:d>b.max.y&&(b.max.y=d),e<b.min.z)?b.min.z=e:e>b.max.z&&(b.max.z=e);if(void 0===a||0===a.length)this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){this.boundingSphere||(this.boundingSphere={radius:0});
 var a=this.attributes.position.array;if(a){for(var b,c=0,d,e,f=0,g=a.length;f<g;f+=3)b=a[f],d=a[f+1],e=a[f+2],b=b*b+d*d+e*e,b>c&&(c=b);this.boundingSphere.radius=Math.sqrt(c)}},computeVertexNormals:function(){if(this.attributes.position&&this.attributes.index){var a,b,c,d;a=this.attributes.position.array.length;if(void 0===this.attributes.normal)this.attributes.normal={itemSize:3,array:new Float32Array(a),numItems:a};else{a=0;for(b=this.attributes.normal.array.length;a<b;a++)this.attributes.normal.array[a]=
@@ -495,26 +496,25 @@ THREE.RenderableFace4=function(){this.v1=new THREE.RenderableVertex;this.v2=new
 THREE.RenderableObject=function(){this.z=this.object=null};THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=this.object=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.material=null};
 THREE.ColorUtils={adjustHSV:function(a,b,c,d){var e=THREE.ColorUtils.__hsv;a.getHSV(e);e.h=THREE.Math.clamp(e.h+b,0,1);e.s=THREE.Math.clamp(e.s+c,0,1);e.v=THREE.Math.clamp(e.v+d,0,1);a.setHSV(e.h,e.s,e.v)}};THREE.ColorUtils.__hsv={h:0,s:0,v:0};
 THREE.GeometryUtils={merge:function(a,b){var c,d,e=a.vertices.length,f=b instanceof THREE.Mesh?b.geometry:b,g=a.vertices,h=f.vertices,i=a.faces,j=f.faces,l=a.faceVertexUvs[0],f=f.faceVertexUvs[0];b instanceof THREE.Mesh&&(b.matrixAutoUpdate&&b.updateMatrix(),c=b.matrix,d=new THREE.Matrix4,d.extractRotation(c,b.scale));for(var m=0,n=h.length;m<n;m++){var p=h[m].clone();c&&c.multiplyVector3(p);g.push(p)}m=0;for(n=j.length;m<n;m++){var p=j[m],o,s,t=p.vertexNormals,q=p.vertexColors;p instanceof THREE.Face3?
-o=new THREE.Face3(p.a+e,p.b+e,p.c+e):p instanceof THREE.Face4&&(o=new THREE.Face4(p.a+e,p.b+e,p.c+e,p.d+e));o.normal.copy(p.normal);d&&d.multiplyVector3(o.normal);g=0;for(h=t.length;g<h;g++)s=t[g].clone(),d&&d.multiplyVector3(s),o.vertexNormals.push(s);o.color.copy(p.color);g=0;for(h=q.length;g<h;g++)s=q[g],o.vertexColors.push(s.clone());void 0!==p.materialIndex&&(o.materialIndex=p.materialIndex);o.centroid.copy(p.centroid);c&&c.multiplyVector3(o.centroid);i.push(o)}m=0;for(n=f.length;m<n;m++){c=
-f[m];d=[];g=0;for(h=c.length;g<h;g++)d.push(new THREE.UV(c[g].u,c[g].v));l.push(d)}},clone:function(a){var b=new THREE.Geometry,c,d=a.vertices,e=a.faces,f=a.faceVertexUvs[0],a=0;for(c=d.length;a<c;a++)b.vertices.push(d[a].clone());a=0;for(c=e.length;a<c;a++)b.faces.push(e[a].clone());a=0;for(c=f.length;a<c;a++){for(var d=f[a],e=[],g=0,h=d.length;g<h;g++)e.push(new THREE.UV(d[g].u,d[g].v));b.faceVertexUvs[0].push(e)}return b},removeMaterials:function(a,b){for(var c={},d=0,e=b.length;d<e;d++)c[b[d]]=
-!0;for(var f,g=[],d=0,e=a.faces.length;d<e;d++)f=a.faces[d],f.materialIndex in c||g.push(f);a.faces=g},randomPointInTriangle:function(a,b,c){var d,e,f,g=new THREE.Vector3,h=THREE.GeometryUtils.__v1;d=THREE.GeometryUtils.random();e=THREE.GeometryUtils.random();1<d+e&&(d=1-d,e=1-e);f=1-d-e;g.copy(a);g.multiplyScalar(d);h.copy(b);h.multiplyScalar(e);g.addSelf(h);h.copy(c);h.multiplyScalar(f);g.addSelf(h);return g},randomPointInFace:function(a,b,c){var d,e,f;if(a instanceof THREE.Face3)return d=b.vertices[a.a],
-e=b.vertices[a.b],f=b.vertices[a.c],THREE.GeometryUtils.randomPointInTriangle(d,e,f);if(a instanceof THREE.Face4){d=b.vertices[a.a];e=b.vertices[a.b];f=b.vertices[a.c];var b=b.vertices[a.d],g;c?a._area1&&a._area2?(c=a._area1,g=a._area2):(c=THREE.GeometryUtils.triangleArea(d,e,b),g=THREE.GeometryUtils.triangleArea(e,f,b),a._area1=c,a._area2=g):(c=THREE.GeometryUtils.triangleArea(d,e,b),g=THREE.GeometryUtils.triangleArea(e,f,b));return THREE.GeometryUtils.random()*(c+g)<c?THREE.GeometryUtils.randomPointInTriangle(d,
-e,b):THREE.GeometryUtils.randomPointInTriangle(e,f,b)}},randomPointsInGeometry:function(a,b){function c(a){function b(c,d){if(d<c)return c;var e=c+Math.floor((d-c)/2);return j[e]>a?b(c,e-1):j[e]<a?b(e+1,d):e}return b(0,j.length-1)}var d,e,f=a.faces,g=a.vertices,h=f.length,i=0,j=[],l,m,n,p;for(e=0;e<h;e++)d=f[e],d instanceof THREE.Face3?(l=g[d.a],m=g[d.b],n=g[d.c],d._area=THREE.GeometryUtils.triangleArea(l,m,n)):d instanceof THREE.Face4&&(l=g[d.a],m=g[d.b],n=g[d.c],p=g[d.d],d._area1=THREE.GeometryUtils.triangleArea(l,
-m,p),d._area2=THREE.GeometryUtils.triangleArea(m,n,p),d._area=d._area1+d._area2),i+=d._area,j[e]=i;d=[];for(e=0;e<b;e++)g=THREE.GeometryUtils.random()*i,g=c(g),d[e]=THREE.GeometryUtils.randomPointInFace(f[g],a,!0);return d},triangleArea:function(a,b,c){var d,e=THREE.GeometryUtils.__v1;e.sub(a,b);d=e.length();e.sub(a,c);a=e.length();e.sub(b,c);c=e.length();b=0.5*(d+a+c);return Math.sqrt(b*(b-d)*(b-a)*(b-c))},center:function(a){a.computeBoundingBox();var b=a.boundingBox,c=new THREE.Vector3;c.add(b.min,
-b.max);c.multiplyScalar(-0.5);a.applyMatrix((new THREE.Matrix4).makeTranslation(c.x,c.y,c.z));a.computeBoundingBox();return c},normalizeUVs:function(a){for(var a=a.faceVertexUvs[0],b=0,c=a.length;b<c;b++)for(var d=a[b],e=0,f=d.length;e<f;e++)if(1!==d[e].u&&(d[e].u-=Math.floor(d[e].u)),1!==d[e].v)d[e].v-=Math.floor(d[e].v)},triangulateQuads:function(a){var b,c,d,e,f=[],g=[],h=[];b=0;for(c=a.faceUvs.length;b<c;b++)g[b]=[];b=0;for(c=a.faceVertexUvs.length;b<c;b++)h[b]=[];b=0;for(c=a.faces.length;b<c;b++)if(d=
-a.faces[b],d instanceof THREE.Face4){e=d.a;var i=d.b,j=d.c,l=d.d,m=new THREE.Face3,n=new THREE.Face3;m.color.copy(d.color);n.color.copy(d.color);m.materialIndex=d.materialIndex;n.materialIndex=d.materialIndex;m.a=e;m.b=i;m.c=l;n.a=i;n.b=j;n.c=l;4===d.vertexColors.length&&(m.vertexColors[0]=d.vertexColors[0].clone(),m.vertexColors[1]=d.vertexColors[1].clone(),m.vertexColors[2]=d.vertexColors[3].clone(),n.vertexColors[0]=d.vertexColors[1].clone(),n.vertexColors[1]=d.vertexColors[2].clone(),n.vertexColors[2]=
-d.vertexColors[3].clone());f.push(m,n);d=0;for(e=a.faceVertexUvs.length;d<e;d++)a.faceVertexUvs[d].length&&(m=a.faceVertexUvs[d][b],i=m[1],j=m[2],l=m[3],m=[m[0].clone(),i.clone(),l.clone()],i=[i.clone(),j.clone(),l.clone()],h[d].push(m,i));d=0;for(e=a.faceUvs.length;d<e;d++)a.faceUvs[d].length&&(i=a.faceUvs[d][b],g[d].push(i,i))}else{f.push(d);d=0;for(e=a.faceUvs.length;d<e;d++)g[d].push(a.faceUvs[d][b]);d=0;for(e=a.faceVertexUvs.length;d<e;d++)h[d].push(a.faceVertexUvs[d][b])}a.faces=f;a.faceUvs=
-g;a.faceVertexUvs=h;a.computeCentroids();a.computeFaceNormals();a.computeVertexNormals();a.hasTangents&&a.computeTangents()},explode:function(a){for(var b=[],c=0,d=a.faces.length;c<d;c++){var e=b.length,f=a.faces[c];if(f instanceof THREE.Face4){var g=f.a,h=f.b,i=f.c,g=a.vertices[g],h=a.vertices[h],i=a.vertices[i],j=a.vertices[f.d];b.push(g.clone());b.push(h.clone());b.push(i.clone());b.push(j.clone());f.a=e;f.b=e+1;f.c=e+2;f.d=e+3}else g=f.a,h=f.b,i=f.c,g=a.vertices[g],h=a.vertices[h],i=a.vertices[i],
-b.push(g.clone()),b.push(h.clone()),b.push(i.clone()),f.a=e,f.b=e+1,f.c=e+2}a.vertices=b;delete a.__tmpVertices},tessellate:function(a,b){var c,d,e,f,g,h,i,j,l,m,n,p,o,s,t,q,A,w,r,E=[],z=[];c=0;for(d=a.faceVertexUvs.length;c<d;c++)z[c]=[];c=0;for(d=a.faces.length;c<d;c++)if(e=a.faces[c],e instanceof THREE.Face3)if(f=e.a,g=e.b,h=e.c,j=a.vertices[f],l=a.vertices[g],m=a.vertices[h],p=j.distanceTo(l),o=l.distanceTo(m),n=j.distanceTo(m),p>b||o>b||n>b){i=a.vertices.length;w=e.clone();r=e.clone();p>=o&&
-p>=n?(j=j.clone(),j.lerpSelf(l,0.5),w.a=f,w.b=i,w.c=h,r.a=i,r.b=g,r.c=h,3===e.vertexNormals.length&&(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[1],0.5),w.vertexNormals[1].copy(f),r.vertexNormals[0].copy(f)),3===e.vertexColors.length&&(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[1],0.5),w.vertexColors[1].copy(f),r.vertexColors[0].copy(f)),e=0):o>=p&&o>=n?(j=l.clone(),j.lerpSelf(m,0.5),w.a=f,w.b=g,w.c=i,r.a=i,r.b=h,r.c=f,3===e.vertexNormals.length&&(f=e.vertexNormals[1].clone(),
-f.lerpSelf(e.vertexNormals[2],0.5),w.vertexNormals[2].copy(f),r.vertexNormals[0].copy(f),r.vertexNormals[1].copy(e.vertexNormals[2]),r.vertexNormals[2].copy(e.vertexNormals[0])),3===e.vertexColors.length&&(f=e.vertexColors[1].clone(),f.lerpSelf(e.vertexColors[2],0.5),w.vertexColors[2].copy(f),r.vertexColors[0].copy(f),r.vertexColors[1].copy(e.vertexColors[2]),r.vertexColors[2].copy(e.vertexColors[0])),e=1):(j=j.clone(),j.lerpSelf(m,0.5),w.a=f,w.b=g,w.c=i,r.a=i,r.b=g,r.c=h,3===e.vertexNormals.length&&
-(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[2],0.5),w.vertexNormals[2].copy(f),r.vertexNormals[0].copy(f)),3===e.vertexColors.length&&(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[2],0.5),w.vertexColors[2].copy(f),r.vertexColors[0].copy(f)),e=2);E.push(w,r);a.vertices.push(j);f=0;for(g=a.faceVertexUvs.length;f<g;f++)a.faceVertexUvs[f].length&&(j=a.faceVertexUvs[f][c],r=j[0],h=j[1],w=j[2],0===e?(l=r.clone(),l.lerpSelf(h,0.5),j=[r.clone(),l.clone(),w.clone()],h=[l.clone(),h.clone(),
-w.clone()]):1===e?(l=h.clone(),l.lerpSelf(w,0.5),j=[r.clone(),h.clone(),l.clone()],h=[l.clone(),w.clone(),r.clone()]):(l=r.clone(),l.lerpSelf(w,0.5),j=[r.clone(),h.clone(),l.clone()],h=[l.clone(),h.clone(),w.clone()]),z[f].push(j,h))}else{E.push(e);f=0;for(g=a.faceVertexUvs.length;f<g;f++)z[f].push(a.faceVertexUvs[f][c])}else if(f=e.a,g=e.b,h=e.c,i=e.d,j=a.vertices[f],l=a.vertices[g],m=a.vertices[h],n=a.vertices[i],p=j.distanceTo(l),o=l.distanceTo(m),s=m.distanceTo(n),t=j.distanceTo(n),p>b||o>b||
-s>b||t>b){q=a.vertices.length;A=a.vertices.length+1;w=e.clone();r=e.clone();p>=o&&p>=s&&p>=t||s>=o&&s>=p&&s>=t?(p=j.clone(),p.lerpSelf(l,0.5),l=m.clone(),l.lerpSelf(n,0.5),w.a=f,w.b=q,w.c=A,w.d=i,r.a=q,r.b=g,r.c=h,r.d=A,4===e.vertexNormals.length&&(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[1],0.5),g=e.vertexNormals[2].clone(),g.lerpSelf(e.vertexNormals[3],0.5),w.vertexNormals[1].copy(f),w.vertexNormals[2].copy(g),r.vertexNormals[0].copy(f),r.vertexNormals[3].copy(g)),4===e.vertexColors.length&&
-(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[1],0.5),g=e.vertexColors[2].clone(),g.lerpSelf(e.vertexColors[3],0.5),w.vertexColors[1].copy(f),w.vertexColors[2].copy(g),r.vertexColors[0].copy(f),r.vertexColors[3].copy(g)),e=0):(p=l.clone(),p.lerpSelf(m,0.5),l=n.clone(),l.lerpSelf(j,0.5),w.a=f,w.b=g,w.c=q,w.d=A,r.a=A,r.b=q,r.c=h,r.d=i,4===e.vertexNormals.length&&(f=e.vertexNormals[1].clone(),f.lerpSelf(e.vertexNormals[2],0.5),g=e.vertexNormals[3].clone(),g.lerpSelf(e.vertexNormals[0],0.5),
-w.vertexNormals[2].copy(f),w.vertexNormals[3].copy(g),r.vertexNormals[0].copy(g),r.vertexNormals[1].copy(f)),4===e.vertexColors.length&&(f=e.vertexColors[1].clone(),f.lerpSelf(e.vertexColors[2],0.5),g=e.vertexColors[3].clone(),g.lerpSelf(e.vertexColors[0],0.5),w.vertexColors[2].copy(f),w.vertexColors[3].copy(g),r.vertexColors[0].copy(g),r.vertexColors[1].copy(f)),e=1);E.push(w,r);a.vertices.push(p,l);f=0;for(g=a.faceVertexUvs.length;f<g;f++)a.faceVertexUvs[f].length&&(j=a.faceVertexUvs[f][c],r=j[0],
-h=j[1],w=j[2],j=j[3],0===e?(l=r.clone(),l.lerpSelf(h,0.5),m=w.clone(),m.lerpSelf(j,0.5),r=[r.clone(),l.clone(),m.clone(),j.clone()],h=[l.clone(),h.clone(),w.clone(),m.clone()]):(l=h.clone(),l.lerpSelf(w,0.5),m=j.clone(),m.lerpSelf(r,0.5),r=[r.clone(),h.clone(),l.clone(),m.clone()],h=[m.clone(),l.clone(),w.clone(),j.clone()]),z[f].push(r,h))}else{E.push(e);f=0;for(g=a.faceVertexUvs.length;f<g;f++)z[f].push(a.faceVertexUvs[f][c])}a.faces=E;a.faceVertexUvs=z}};THREE.GeometryUtils.random=THREE.Math.random16;
-THREE.GeometryUtils.__v1=new THREE.Vector3;
+o=new THREE.Face3(p.a+e,p.b+e,p.c+e):p instanceof THREE.Face4&&(o=new THREE.Face4(p.a+e,p.b+e,p.c+e,p.d+e));o.normal.copy(p.normal);d&&d.multiplyVector3(o.normal);g=0;for(h=t.length;g<h;g++)s=t[g].clone(),d&&d.multiplyVector3(s),o.vertexNormals.push(s);o.color.copy(p.color);g=0;for(h=q.length;g<h;g++)s=q[g],o.vertexColors.push(s.clone());o.materialIndex=p.materialIndex;o.centroid.copy(p.centroid);c&&c.multiplyVector3(o.centroid);i.push(o)}m=0;for(n=f.length;m<n;m++){c=f[m];d=[];g=0;for(h=c.length;g<
+h;g++)d.push(new THREE.UV(c[g].u,c[g].v));l.push(d)}},removeMaterials:function(a,b){for(var c={},d=0,e=b.length;d<e;d++)c[b[d]]=!0;for(var f,g=[],d=0,e=a.faces.length;d<e;d++)f=a.faces[d],f.materialIndex in c||g.push(f);a.faces=g},randomPointInTriangle:function(a,b,c){var d,e,f,g=new THREE.Vector3,h=THREE.GeometryUtils.__v1;d=THREE.GeometryUtils.random();e=THREE.GeometryUtils.random();1<d+e&&(d=1-d,e=1-e);f=1-d-e;g.copy(a);g.multiplyScalar(d);h.copy(b);h.multiplyScalar(e);g.addSelf(h);h.copy(c);h.multiplyScalar(f);
+g.addSelf(h);return g},randomPointInFace:function(a,b,c){var d,e,f;if(a instanceof THREE.Face3)return d=b.vertices[a.a],e=b.vertices[a.b],f=b.vertices[a.c],THREE.GeometryUtils.randomPointInTriangle(d,e,f);if(a instanceof THREE.Face4){d=b.vertices[a.a];e=b.vertices[a.b];f=b.vertices[a.c];var b=b.vertices[a.d],g;c?a._area1&&a._area2?(c=a._area1,g=a._area2):(c=THREE.GeometryUtils.triangleArea(d,e,b),g=THREE.GeometryUtils.triangleArea(e,f,b),a._area1=c,a._area2=g):(c=THREE.GeometryUtils.triangleArea(d,
+e,b),g=THREE.GeometryUtils.triangleArea(e,f,b));return THREE.GeometryUtils.random()*(c+g)<c?THREE.GeometryUtils.randomPointInTriangle(d,e,b):THREE.GeometryUtils.randomPointInTriangle(e,f,b)}},randomPointsInGeometry:function(a,b){function c(a){function b(c,d){if(d<c)return c;var e=c+Math.floor((d-c)/2);return j[e]>a?b(c,e-1):j[e]<a?b(e+1,d):e}return b(0,j.length-1)}var d,e,f=a.faces,g=a.vertices,h=f.length,i=0,j=[],l,m,n,p;for(e=0;e<h;e++)d=f[e],d instanceof THREE.Face3?(l=g[d.a],m=g[d.b],n=g[d.c],
+d._area=THREE.GeometryUtils.triangleArea(l,m,n)):d instanceof THREE.Face4&&(l=g[d.a],m=g[d.b],n=g[d.c],p=g[d.d],d._area1=THREE.GeometryUtils.triangleArea(l,m,p),d._area2=THREE.GeometryUtils.triangleArea(m,n,p),d._area=d._area1+d._area2),i+=d._area,j[e]=i;d=[];for(e=0;e<b;e++)g=THREE.GeometryUtils.random()*i,g=c(g),d[e]=THREE.GeometryUtils.randomPointInFace(f[g],a,!0);return d},triangleArea:function(a,b,c){var d,e=THREE.GeometryUtils.__v1;e.sub(a,b);d=e.length();e.sub(a,c);a=e.length();e.sub(b,c);
+c=e.length();b=0.5*(d+a+c);return Math.sqrt(b*(b-d)*(b-a)*(b-c))},center:function(a){a.computeBoundingBox();var b=a.boundingBox,c=new THREE.Vector3;c.add(b.min,b.max);c.multiplyScalar(-0.5);a.applyMatrix((new THREE.Matrix4).makeTranslation(c.x,c.y,c.z));a.computeBoundingBox();return c},normalizeUVs:function(a){for(var a=a.faceVertexUvs[0],b=0,c=a.length;b<c;b++)for(var d=a[b],e=0,f=d.length;e<f;e++)if(1!==d[e].u&&(d[e].u-=Math.floor(d[e].u)),1!==d[e].v)d[e].v-=Math.floor(d[e].v)},triangulateQuads:function(a){var b,
+c,d,e,f=[],g=[],h=[];b=0;for(c=a.faceUvs.length;b<c;b++)g[b]=[];b=0;for(c=a.faceVertexUvs.length;b<c;b++)h[b]=[];b=0;for(c=a.faces.length;b<c;b++)if(d=a.faces[b],d instanceof THREE.Face4){e=d.a;var i=d.b,j=d.c,l=d.d,m=new THREE.Face3,n=new THREE.Face3;m.color.copy(d.color);n.color.copy(d.color);m.materialIndex=d.materialIndex;n.materialIndex=d.materialIndex;m.a=e;m.b=i;m.c=l;n.a=i;n.b=j;n.c=l;4===d.vertexColors.length&&(m.vertexColors[0]=d.vertexColors[0].clone(),m.vertexColors[1]=d.vertexColors[1].clone(),
+m.vertexColors[2]=d.vertexColors[3].clone(),n.vertexColors[0]=d.vertexColors[1].clone(),n.vertexColors[1]=d.vertexColors[2].clone(),n.vertexColors[2]=d.vertexColors[3].clone());f.push(m,n);d=0;for(e=a.faceVertexUvs.length;d<e;d++)a.faceVertexUvs[d].length&&(m=a.faceVertexUvs[d][b],i=m[1],j=m[2],l=m[3],m=[m[0].clone(),i.clone(),l.clone()],i=[i.clone(),j.clone(),l.clone()],h[d].push(m,i));d=0;for(e=a.faceUvs.length;d<e;d++)a.faceUvs[d].length&&(i=a.faceUvs[d][b],g[d].push(i,i))}else{f.push(d);d=0;for(e=
+a.faceUvs.length;d<e;d++)g[d].push(a.faceUvs[d][b]);d=0;for(e=a.faceVertexUvs.length;d<e;d++)h[d].push(a.faceVertexUvs[d][b])}a.faces=f;a.faceUvs=g;a.faceVertexUvs=h;a.computeCentroids();a.computeFaceNormals();a.computeVertexNormals();a.hasTangents&&a.computeTangents()},explode:function(a){for(var b=[],c=0,d=a.faces.length;c<d;c++){var e=b.length,f=a.faces[c];if(f instanceof THREE.Face4){var g=f.a,h=f.b,i=f.c,g=a.vertices[g],h=a.vertices[h],i=a.vertices[i],j=a.vertices[f.d];b.push(g.clone());b.push(h.clone());
+b.push(i.clone());b.push(j.clone());f.a=e;f.b=e+1;f.c=e+2;f.d=e+3}else g=f.a,h=f.b,i=f.c,g=a.vertices[g],h=a.vertices[h],i=a.vertices[i],b.push(g.clone()),b.push(h.clone()),b.push(i.clone()),f.a=e,f.b=e+1,f.c=e+2}a.vertices=b;delete a.__tmpVertices},tessellate:function(a,b){var c,d,e,f,g,h,i,j,l,m,n,p,o,s,t,q,A,w,r,E=[],z=[];c=0;for(d=a.faceVertexUvs.length;c<d;c++)z[c]=[];c=0;for(d=a.faces.length;c<d;c++)if(e=a.faces[c],e instanceof THREE.Face3)if(f=e.a,g=e.b,h=e.c,j=a.vertices[f],l=a.vertices[g],
+m=a.vertices[h],p=j.distanceTo(l),o=l.distanceTo(m),n=j.distanceTo(m),p>b||o>b||n>b){i=a.vertices.length;w=e.clone();r=e.clone();p>=o&&p>=n?(j=j.clone(),j.lerpSelf(l,0.5),w.a=f,w.b=i,w.c=h,r.a=i,r.b=g,r.c=h,3===e.vertexNormals.length&&(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[1],0.5),w.vertexNormals[1].copy(f),r.vertexNormals[0].copy(f)),3===e.vertexColors.length&&(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[1],0.5),w.vertexColors[1].copy(f),r.vertexColors[0].copy(f)),e=0):
+o>=p&&o>=n?(j=l.clone(),j.lerpSelf(m,0.5),w.a=f,w.b=g,w.c=i,r.a=i,r.b=h,r.c=f,3===e.vertexNormals.length&&(f=e.vertexNormals[1].clone(),f.lerpSelf(e.vertexNormals[2],0.5),w.vertexNormals[2].copy(f),r.vertexNormals[0].copy(f),r.vertexNormals[1].copy(e.vertexNormals[2]),r.vertexNormals[2].copy(e.vertexNormals[0])),3===e.vertexColors.length&&(f=e.vertexColors[1].clone(),f.lerpSelf(e.vertexColors[2],0.5),w.vertexColors[2].copy(f),r.vertexColors[0].copy(f),r.vertexColors[1].copy(e.vertexColors[2]),r.vertexColors[2].copy(e.vertexColors[0])),
+e=1):(j=j.clone(),j.lerpSelf(m,0.5),w.a=f,w.b=g,w.c=i,r.a=i,r.b=g,r.c=h,3===e.vertexNormals.length&&(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[2],0.5),w.vertexNormals[2].copy(f),r.vertexNormals[0].copy(f)),3===e.vertexColors.length&&(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[2],0.5),w.vertexColors[2].copy(f),r.vertexColors[0].copy(f)),e=2);E.push(w,r);a.vertices.push(j);f=0;for(g=a.faceVertexUvs.length;f<g;f++)a.faceVertexUvs[f].length&&(j=a.faceVertexUvs[f][c],r=j[0],h=
+j[1],w=j[2],0===e?(l=r.clone(),l.lerpSelf(h,0.5),j=[r.clone(),l.clone(),w.clone()],h=[l.clone(),h.clone(),w.clone()]):1===e?(l=h.clone(),l.lerpSelf(w,0.5),j=[r.clone(),h.clone(),l.clone()],h=[l.clone(),w.clone(),r.clone()]):(l=r.clone(),l.lerpSelf(w,0.5),j=[r.clone(),h.clone(),l.clone()],h=[l.clone(),h.clone(),w.clone()]),z[f].push(j,h))}else{E.push(e);f=0;for(g=a.faceVertexUvs.length;f<g;f++)z[f].push(a.faceVertexUvs[f][c])}else if(f=e.a,g=e.b,h=e.c,i=e.d,j=a.vertices[f],l=a.vertices[g],m=a.vertices[h],
+n=a.vertices[i],p=j.distanceTo(l),o=l.distanceTo(m),s=m.distanceTo(n),t=j.distanceTo(n),p>b||o>b||s>b||t>b){q=a.vertices.length;A=a.vertices.length+1;w=e.clone();r=e.clone();p>=o&&p>=s&&p>=t||s>=o&&s>=p&&s>=t?(p=j.clone(),p.lerpSelf(l,0.5),l=m.clone(),l.lerpSelf(n,0.5),w.a=f,w.b=q,w.c=A,w.d=i,r.a=q,r.b=g,r.c=h,r.d=A,4===e.vertexNormals.length&&(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[1],0.5),g=e.vertexNormals[2].clone(),g.lerpSelf(e.vertexNormals[3],0.5),w.vertexNormals[1].copy(f),
+w.vertexNormals[2].copy(g),r.vertexNormals[0].copy(f),r.vertexNormals[3].copy(g)),4===e.vertexColors.length&&(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[1],0.5),g=e.vertexColors[2].clone(),g.lerpSelf(e.vertexColors[3],0.5),w.vertexColors[1].copy(f),w.vertexColors[2].copy(g),r.vertexColors[0].copy(f),r.vertexColors[3].copy(g)),e=0):(p=l.clone(),p.lerpSelf(m,0.5),l=n.clone(),l.lerpSelf(j,0.5),w.a=f,w.b=g,w.c=q,w.d=A,r.a=A,r.b=q,r.c=h,r.d=i,4===e.vertexNormals.length&&(f=e.vertexNormals[1].clone(),
+f.lerpSelf(e.vertexNormals[2],0.5),g=e.vertexNormals[3].clone(),g.lerpSelf(e.vertexNormals[0],0.5),w.vertexNormals[2].copy(f),w.vertexNormals[3].copy(g),r.vertexNormals[0].copy(g),r.vertexNormals[1].copy(f)),4===e.vertexColors.length&&(f=e.vertexColors[1].clone(),f.lerpSelf(e.vertexColors[2],0.5),g=e.vertexColors[3].clone(),g.lerpSelf(e.vertexColors[0],0.5),w.vertexColors[2].copy(f),w.vertexColors[3].copy(g),r.vertexColors[0].copy(g),r.vertexColors[1].copy(f)),e=1);E.push(w,r);a.vertices.push(p,l);
+f=0;for(g=a.faceVertexUvs.length;f<g;f++)a.faceVertexUvs[f].length&&(j=a.faceVertexUvs[f][c],r=j[0],h=j[1],w=j[2],j=j[3],0===e?(l=r.clone(),l.lerpSelf(h,0.5),m=w.clone(),m.lerpSelf(j,0.5),r=[r.clone(),l.clone(),m.clone(),j.clone()],h=[l.clone(),h.clone(),w.clone(),m.clone()]):(l=h.clone(),l.lerpSelf(w,0.5),m=j.clone(),m.lerpSelf(r,0.5),r=[r.clone(),h.clone(),l.clone(),m.clone()],h=[m.clone(),l.clone(),w.clone(),j.clone()]),z[f].push(r,h))}else{E.push(e);f=0;for(g=a.faceVertexUvs.length;f<g;f++)z[f].push(a.faceVertexUvs[f][c])}a.faces=
+E;a.faceVertexUvs=z}};THREE.GeometryUtils.random=THREE.Math.random16;THREE.GeometryUtils.__v1=new THREE.Vector3;
 THREE.ImageUtils={crossOrigin:"anonymous",loadTexture:function(a,b,c,d){var e=new Image,f=new THREE.Texture(e,b),b=new THREE.ImageLoader;b.addEventListener("load",function(a){f.image=a.content;f.needsUpdate=!0;c&&c(f)});b.addEventListener("error",function(a){d&&d(a.message)});b.crossOrigin=this.crossOrigin;b.load(a,e);f.sourceFile=a;return f},loadCompressedTexture:function(a,b,c,d){var e=new THREE.CompressedTexture;e.mapping=b;var f=new XMLHttpRequest;f.onload=function(){var a=THREE.ImageUtils.parseDDS(f.response,
 !0);e.format=a.format;e.mipmaps=a.mipmaps;e.image.width=a.width;e.image.height=a.height;e.generateMipmaps=!1;e.needsUpdate=!0;c&&c(e)};f.onerror=d;f.open("GET",a,!0);f.responseType="arraybuffer";f.send(null);return e},loadTextureCube:function(a,b,c,d){var e=[];e.loadCount=0;var f=new THREE.Texture;f.image=e;void 0!==b&&(f.mapping=b);f.flipY=!1;for(var b=0,g=a.length;b<g;++b){var h=new Image;e[b]=h;h.onload=function(){e.loadCount=e.loadCount+1;if(e.loadCount===6){f.needsUpdate=true;c&&c()}};h.onerror=
 d;h.crossOrigin=this.crossOrigin;h.src=a[b]}return f},loadCompressedTextureCube:function(a,b,c,d){var e=[];e.loadCount=0;var f=new THREE.CompressedTexture;f.image=e;void 0!==b&&(f.mapping=b);f.flipY=!1;f.generateMipmaps=!1;for(var b=function(a,b){return function(){var d=THREE.ImageUtils.parseDDS(a.response,true);b.format=d.format;b.mipmaps=d.mipmaps;b.width=d.width;b.height=d.height;e.loadCount=e.loadCount+1;if(e.loadCount===6){f.format=d.format;f.needsUpdate=true;c&&c()}}},g=0,h=a.length;g<h;++g){var i=

+ 35 - 1
src/core/Geometry.js

@@ -753,7 +753,41 @@ THREE.Geometry.prototype = {
 
 	clone: function () {
 
-		// TODO
+		var geometry = new THREE.Geometry();
+
+		var vertices = this.vertices;
+
+		for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+			geometry.vertices.push( vertices[ i ].clone() );
+
+		}
+
+		var faces = this.faces;
+
+		for ( var i = 0, il = faces.length; i < il; i ++ ) {
+
+			geometry.faces.push( faces[ i ].clone() );
+
+		}
+
+		var uvs = this.faceVertexUvs[ 0 ];
+
+		for ( var i = 0, il = uvs.length; i < il; i ++ ) {
+
+			var uv = uvs[ i ], uvCopy = [];
+
+			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+				uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );
+
+			}
+
+			geometry.faceVertexUvs[ 0 ].push( uvCopy );
+
+		}
+
+		return geometry;
 
 	},
 

+ 1 - 55
src/extras/GeometryUtils.js

@@ -85,11 +85,7 @@ THREE.GeometryUtils = {
 
 			}
 
-			if ( face.materialIndex !== undefined ) {
-
-				faceCopy.materialIndex = face.materialIndex;
-
-			}
+			faceCopy.materialIndex = face.materialIndex;
 
 			faceCopy.centroid.copy( face.centroid );
 			if ( matrix ) matrix.multiplyVector3( faceCopy.centroid );
@@ -116,56 +112,6 @@ THREE.GeometryUtils = {
 
 	},
 
-	clone: function ( geometry ) {
-
-		var cloneGeo = new THREE.Geometry();
-
-		var i, il;
-
-		var vertices = geometry.vertices,
-			faces = geometry.faces,
-			uvs = geometry.faceVertexUvs[ 0 ];
-
-		// vertices
-
-		for ( i = 0, il = vertices.length; i < il; i ++ ) {
-
-			var vertex = vertices[ i ];
-
-			cloneGeo.vertices.push( vertex.clone() );
-
-		}
-
-		// faces
-
-		for ( i = 0, il = faces.length; i < il; i ++ ) {
-
-			var face = faces[ i ];
-
-			cloneGeo.faces.push( face.clone() );
-
-		}
-
-		// uvs
-
-		for ( i = 0, il = uvs.length; i < il; i ++ ) {
-
-			var uv = uvs[ i ], uvCopy = [];
-
-			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
-				uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );
-
-			}
-
-			cloneGeo.faceVertexUvs[ 0 ].push( uvCopy );
-
-		}
-
-		return cloneGeo;
-
-	},
-
 	removeMaterials: function ( geometry, materialIndexArray ) {
 
 		var materialIndexMap = {};

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