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<!DOCTYPE html>
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<!DOCTYPE html>
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<html lang="en">
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<html lang="en">
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-<head>
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- <title>three.js webgl - instancing - raycast</title>
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- <meta charset="utf-8">
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- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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- <link type="text/css" rel="stylesheet" href="main.css">
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-</head>
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-<body>
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-<script type="module">
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+ <head>
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+ <title>three.js webgl - instancing - raycast</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ </head>
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+ <body>
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+ <script type="module">
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- import * as THREE from '../build/three.module.js';
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+ import * as THREE from '../build/three.module.js';
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- import Stats from './jsm/libs/stats.module.js';
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- import { GUI } from './jsm/libs/dat.gui.module.js';
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- import { OrbitControls } from "./jsm/controls/OrbitControls.js";
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+ import Stats from './jsm/libs/stats.module.js';
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+ import { GUI } from './jsm/libs/dat.gui.module.js';
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+ import { OrbitControls } from "./jsm/controls/OrbitControls.js";
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- var camera, scene, renderer, stats;
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+ var camera, scene, renderer, stats;
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- var mesh;
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- var amount = parseInt( window.location.search.substr( 1 ) ) || 10;
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- var count = Math.pow( amount, 3 );
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+ var mesh;
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+ var amount = parseInt( window.location.search.substr( 1 ) ) || 10;
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+ var count = Math.pow( amount, 3 );
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- var raycaster = new THREE.Raycaster();
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- var mouse = new THREE.Vector2( 1, 1 );
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+ var raycaster = new THREE.Raycaster();
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+ var mouse = new THREE.Vector2( 1, 1 );
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- var rotationTheta = 0.1;
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- var rotationMatrix = new THREE.Matrix4().makeRotationY( rotationTheta );
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- var instanceMatrix = new THREE.Matrix4();
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- var matrix = new THREE.Matrix4();
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+ var rotationMatrix = new THREE.Matrix4().makeRotationY( 0.1 );
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+ var instanceMatrix = new THREE.Matrix4();
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+ var matrix = new THREE.Matrix4();
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- init();
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- animate();
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+ init();
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+ animate();
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- function init() {
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+ function init() {
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- camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
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- camera.position.set( amount, amount, amount );
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- camera.lookAt( 0, 0, 0 );
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+ camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
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+ camera.position.set( amount, amount, amount );
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+ camera.lookAt( 0, 0, 0 );
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- scene = new THREE.Scene();
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+ scene = new THREE.Scene();
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- var light = new THREE.HemisphereLight( 0xffffff, 0x000088 );
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- light.position.set( - 1, 1.5, 1 );
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- scene.add( light );
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+ var light = new THREE.HemisphereLight( 0xffffff, 0x000088 );
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+ light.position.set( - 1, 1.5, 1 );
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+ scene.add( light );
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- var light = new THREE.HemisphereLight( 0xffffff, 0x880000, 0.5 );
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- light.position.set( - 1, - 1.5, - 1 );
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- scene.add( light );
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+ var light = new THREE.HemisphereLight( 0xffffff, 0x880000, 0.5 );
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+ light.position.set( - 1, - 1.5, - 1 );
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+ scene.add( light );
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- var geometry = new THREE.SphereBufferGeometry( 0.5 );
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- var material = new THREE.MeshPhongMaterial( { flatShading: true } );
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+ var geometry = new THREE.SphereBufferGeometry( 0.5 );
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+ var material = new THREE.MeshPhongMaterial( { flatShading: true } );
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- mesh = new THREE.InstancedMesh( geometry, material, count );
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+ mesh = new THREE.InstancedMesh( geometry, material, count );
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- var i = 0;
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- var offset = ( amount - 1 ) / 2;
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+ var i = 0;
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+ var offset = ( amount - 1 ) / 2;
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- var transform = new THREE.Object3D();
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+ var transform = new THREE.Object3D();
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- for ( var x = 0; x < amount; x ++ ) {
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+ for ( var x = 0; x < amount; x ++ ) {
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- for ( var y = 0; y < amount; y ++ ) {
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+ for ( var y = 0; y < amount; y ++ ) {
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- for ( var z = 0; z < amount; z ++ ) {
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+ for ( var z = 0; z < amount; z ++ ) {
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- transform.position.set( offset - x, offset - y, offset - z );
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- transform.updateMatrix();
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+ transform.position.set( offset - x, offset - y, offset - z );
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+ transform.updateMatrix();
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- mesh.setMatrixAt( i ++, transform.matrix );
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+ mesh.setMatrixAt( i ++, transform.matrix );
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- }
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+ }
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- }
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+ }
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- }
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+ }
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- scene.add( mesh );
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+ scene.add( mesh );
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- //
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+ //
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- var gui = new GUI();
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- gui.add( mesh, 'count', 0, count );
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+ var gui = new GUI();
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+ gui.add( mesh, 'count', 0, count );
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- renderer = new THREE.WebGLRenderer( { antialias: true } );
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- renderer.setPixelRatio( window.devicePixelRatio );
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- renderer.setSize( window.innerWidth, window.innerHeight );
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- document.body.appendChild( renderer.domElement );
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ document.body.appendChild( renderer.domElement );
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- new OrbitControls( camera, renderer.domElement );
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+ new OrbitControls( camera, renderer.domElement );
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- stats = new Stats();
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- document.body.appendChild( stats.dom );
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+ stats = new Stats();
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+ document.body.appendChild( stats.dom );
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- window.addEventListener( 'resize', onWindowResize, false );
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- document.addEventListener( 'mousemove', onMouseMove, false );
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+ window.addEventListener( 'resize', onWindowResize, false );
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+ document.addEventListener( 'mousemove', onMouseMove, false );
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- }
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+ }
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- function onWindowResize() {
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+ function onWindowResize() {
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- camera.aspect = window.innerWidth / window.innerHeight;
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- camera.updateProjectionMatrix();
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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- renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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- }
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+ }
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- function onMouseMove( event ) {
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+ function onMouseMove( event ) {
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- event.preventDefault();
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+ event.preventDefault();
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- mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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- mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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+ mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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+ mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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- }
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+ }
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- function animate() {
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+ function animate() {
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- requestAnimationFrame( animate );
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+ requestAnimationFrame( animate );
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- render();
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+ render();
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- }
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+ }
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- function render() {
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+ function render() {
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- raycaster.setFromCamera( mouse, camera );
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+ raycaster.setFromCamera( mouse, camera );
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- var intersection = raycaster.intersectObject( mesh );
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+ var intersection = raycaster.intersectObject( mesh );
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- if ( intersection.length > 0 ) {
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+ if ( intersection.length > 0 ) {
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- mesh.getMatrixAt( intersection[ 0 ].instanceId, instanceMatrix );
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- matrix.multiplyMatrices( instanceMatrix, rotationMatrix );
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+ var instanceId = intersection[ 0 ].instanceId;
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- mesh.setMatrixAt( intersection[ 0 ].instanceId, matrix );
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- mesh.instanceMatrix.needsUpdate = true;
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+ mesh.getMatrixAt( instanceId, instanceMatrix );
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+ matrix.multiplyMatrices( instanceMatrix, rotationMatrix );
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- }
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+ mesh.setMatrixAt( instanceId, matrix );
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+ mesh.instanceMatrix.needsUpdate = true;
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- renderer.render( scene, camera );
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+ }
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- stats.update();
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+ renderer.render( scene, camera );
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- }
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+ stats.update();
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-</script>
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+ }
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-</body>
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+ </script>
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+ </body>
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</html>
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</html>
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