1 << m; var cubeN = new Float64Array(cubeVertices); var
y(i);case Re:return new Float64Array(i);default:throw ne
ength) { var view = new Float64Array(result, 0, floatLen
ll( new Uint8Array((new Float64Array([num])).buffer), 0)
ay(h);case v:return new Float64Array(h);default:throw ne
ength) { var view = new Float64Array(result, 0, floatLen
LOAT64ARRAY: return new Float64Array(buffer); default: t
REE.BufferAttribute(new Float64Array(e),t)},THREE.Dynami
h);for(var k=1<<c,s=new Float64Array(k),n=new Uint32Arra
[7],q=e[9],u=1<<g,t=new Float64Array(u),r=new Uint32Arra
w r.BufferAttribute(new Float64Array(e),t)},r.DynamicBuf
d.Float64Array&&uh&&new Float64Array(uh);function vh(){t
REE.BufferAttribute(new Float64Array(array),itemSize)},T
REE.BufferAttribute(new Float64Array(a),b)};THREE.Dynami
REE.BufferAttribute(new Float64Array(a),b)};THREE.Dynami
1 << m; var cubeN = new Float64Array(cubeVertices); var
n(a,b){return new B(new Float64Array(a),b)};h.Float32Att
call(new Uint8Array(new Float64Array([a]).buffer),0).map
ength) { var view = new Float64Array(result, 0, floatLen
y(f);case Ba:return new Float64Array(f);default:throw ne