frameBuffer.setSize(new THREE.Vector2(this.width,
on(){function e(){a=new THREE.PerspectiveCamera(7
turn void 0===e&&(e=new THREE.Vector3),t=i.dot(n)
turn void 0===e&&(e=new THREE.Vector3),t=r.dot(i)
var flatMaterial = new THREE.MeshLambertMaterial
); // camera_main = new THREE.PerspectiveCamera(
c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)
round this.target = new THREE.Vector3(); // How f
== undefined ) v1 = new THREE.Vector3(); r = vFro
this; var loader = new THREE.XHRLoader( scope.ma
jectZ,I=O.objectX,z=new THREE.Vector3;I.add(t);va
turn void 0===t&&(t=new THREE.Vector3),e=i.dot(n)
function(){n=null,f=new THREE.Vector3,o=!0;var h,
e:function(){return(new THREE.Color).setRGB(this.
nction e(t,e){var i=new THREE.Vector3,n=.5*s.cont
th) { var texture = new THREE.Texture(); var load
){this.id=0,this.v1=new THREE.RenderableVertex,th
s been removed. Use new THREE.BufferAttribute().s
tHalf; var matrix = new THREE.Matrix4(); var cach
e:function(){return(new THREE.Color).setRGB(this.