){var o=a/d,p=b/e,q=new THREE.Vector3;q.x=-c*Math
r c=this.textures,d=new THREE[a.type];void 0!==a.
: <float>, * * map: new THREE.Texture( <Image> ),
h.SetCameraPosition(new THREE.Vector3(a,b,f))}}fu
aterial",this.color=new THREE.Color(16777215),thi
){this.id=0,this.v1=new THREE.RenderableVertex,th
ontainer); camera = new THREE.PerspectiveCamera(7
eviewStage";n.mouse=new THREE.Vector2;n.raycaster
eviewStage";n.mouse=new THREE.Vector2;n.raycaster
s been removed. Use new THREE.BufferAttribute().s
turn void 0===a&&(a=new THREE.Vector3),b=c.dot(d)
,e=function(){var a=new THREE.Vector3(0,0,1),b=ne
getElementById(i),d=new THREE.PerspectiveCamera(7
e:function(){return(new THREE.Color).setRGB(this.
e }; renderTarget = new THREE.WebGLRenderTarget(
oser renderTarget = new THREE.WebGLRenderTarget(
RENDERER renderer = new THREE.WebGLRenderer({ ant
1000; groupHolder = new THREE.Object3D(); VizHand
eat); groupHolder = new THREE.Object3D(); VizHand
type: "v2", value: new THREE.Vector2( 0.00195312