diff --git a/creatortemplates/qtcanvas3d/cube.js b/creatortemplates/qtcanvas3d/cube.js
index 79ad182ce2f243c6a62bcd4738f86b7bd93b2396..1dadbc95ac866ea0a7b480e5f875abdf5f4daf48 100644
--- a/creatortemplates/qtcanvas3d/cube.js
+++ b/creatortemplates/qtcanvas3d/cube.js
@@ -22,7 +22,7 @@ function log(message) {
         console.log(message)
 }
 
-function initGL(canvas) {
+function initializeGL(canvas) {
     canvas3d = canvas
     try {
         // Get the context object that represents the 3D API
@@ -46,13 +46,13 @@ function initGL(canvas) {
         // Initialize the shader program
         initShaders();
     } catch(e) {
-        console.log("initGL FAILURE!");
+        console.log("initializeGL FAILURE!");
         console.log(""+e);
         console.log(""+e.message);
     }
 }
 
-function renderGL(canvas) {
+function paintGL(canvas) {
     log("Render Enter *******")
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 
diff --git a/examples/3rdparty/ThreeJSLoader.js b/examples/canvas3d/3rdparty/ThreeJSLoader.js
similarity index 85%
rename from examples/3rdparty/ThreeJSLoader.js
rename to examples/canvas3d/3rdparty/ThreeJSLoader.js
index ee6ae4ad939824ea8d6f2d2a4ea3fc4f717a9445..42e199976f8f0531b8175d74e4eb30fea7b50898 100644
--- a/examples/3rdparty/ThreeJSLoader.js
+++ b/examples/canvas3d/3rdparty/ThreeJSLoader.js
@@ -122,19 +122,29 @@ function parseJSON3DModel( json, texturePath )
         // Translate to model we can use from GL
         var glModel = new GLModel();
 
-        for (i = 0; i < geometry.vertices.length; i++) {
-            glModel.vertices.push(geometry.vertices[i].x);
-            glModel.vertices.push(geometry.vertices[i].y);
-            glModel.vertices.push(geometry.vertices[i].z);
-        }
 
         glModel.texCoords[0] = [];
         for (var faceIdx = 0; faceIdx < geometry.faces.length; faceIdx++) {
             var face = geometry.faces[faceIdx];
             // Array indices
-            glModel.indices.push(face.a);
-            glModel.indices.push(face.b);
-            glModel.indices.push(face.c);
+            var fidx = faceIdx * 3;
+            glModel.indices.push(fidx);
+            glModel.indices.push(fidx + 1);
+            glModel.indices.push(fidx + 2);
+
+            var v1 = geometry.vertices[face.a];
+            var v2 = geometry.vertices[face.b];
+            var v3 = geometry.vertices[face.c];
+
+            glModel.vertices.push(v1.x);
+            glModel.vertices.push(v1.y);
+            glModel.vertices.push(v1.z);
+            glModel.vertices.push(v2.x);
+            glModel.vertices.push(v2.y);
+            glModel.vertices.push(v2.z);
+            glModel.vertices.push(v3.x);
+            glModel.vertices.push(v3.y);
+            glModel.vertices.push(v3.z);
 
             // Materials
             // face.materialIndex
@@ -142,50 +152,44 @@ function parseJSON3DModel( json, texturePath )
             // Only parse first layer of UVs for this face
             for(var uvLayer = 0; uvLayer < geometry.faceVertexUvs.length; uvLayer++) {
                 var faceUVs = geometry.faceVertexUvs[uvLayer][faceIdx];
-                var idxUVA = face.a * 2;
-                var idxUVB = face.b * 2;
-                var idxUVC = face.c * 2;
-
-                glModel.texCoords[uvLayer][idxUVA++] = faceUVs[0].x;
-                glModel.texCoords[uvLayer][idxUVA  ] = faceUVs[0].y;
-                glModel.texCoords[uvLayer][idxUVB++] = faceUVs[1].x;
-                glModel.texCoords[uvLayer][idxUVB  ] = faceUVs[1].y;
-                glModel.texCoords[uvLayer][idxUVC++] = faceUVs[2].x;
-                glModel.texCoords[uvLayer][idxUVC  ] = faceUVs[2].y;
+
+                glModel.texCoords[uvLayer].push(faceUVs[0].x);
+                glModel.texCoords[uvLayer].push(faceUVs[0].y);
+                glModel.texCoords[uvLayer].push(faceUVs[1].x);
+                glModel.texCoords[uvLayer].push(faceUVs[1].y);
+                glModel.texCoords[uvLayer].push(faceUVs[2].x);
+                glModel.texCoords[uvLayer].push(faceUVs[2].y);
             }
 
             // Normal
             if (face.vertexNormals !== undefined) {
                 // Per vertex normals
-                var idxA = face.a * 3;
-                var idxB = face.b * 3;
-                var idxC = face.c * 3;
                 var vrtNormals = face.vertexNormals;
 
-                glModel.normals[idxA++] = vrtNormals[0].x;
-                glModel.normals[idxA++] = vrtNormals[0].y;
-                glModel.normals[idxA  ] = vrtNormals[0].z;
-
-                glModel.normals[idxB++] = vrtNormals[1].x;
-                glModel.normals[idxB++] = vrtNormals[1].y;
-                glModel.normals[idxB  ] = vrtNormals[1].z;
-
-                glModel.normals[idxC++] = vrtNormals[2].x;
-                glModel.normals[idxC++] = vrtNormals[2].y;
-                glModel.normals[idxC  ] = vrtNormals[2].z;
+                var v1 = vrtNormals[0];
+                var v2 = vrtNormals[1];
+                var v3 = vrtNormals[2];
+
+                glModel.normals.push(v1.x);
+                glModel.normals.push(v1.y);
+                glModel.normals.push(v1.z);
+                glModel.normals.push(v2.x);
+                glModel.normals.push(v2.y);
+                glModel.normals.push(v2.z);
+                glModel.normals.push(v3.x);
+                glModel.normals.push(v3.y);
+                glModel.normals.push(v3.z);
             } else if (face.normal !== undefined) {
                 // Per face normal
-                glModel.normals[idxA++] = face.normal.x;
-                glModel.normals[idxA++] = face.normal.y;
-                glModel.normals[idxA  ] = face.normal.z;
-
-                glModel.normals[idxB++] = face.normal.x;
-                glModel.normals[idxB++] = face.normal.y;
-                glModel.normals[idxB  ] = face.normal.z;
-
-                glModel.normals[idxC++] = face.normal.x;
-                glModel.normals[idxC++] = face.normal.y;
-                glModel.normals[idxC  ] = face.normal.z;
+                glModel.normals.push(face.normal.x);
+                glModel.normals.push(face.normal.y);
+                glModel.normals.push(face.normal.z);
+                glModel.normals.push(face.normal.x);
+                glModel.normals.push(face.normal.y);
+                glModel.normals.push(face.normal.z);
+                glModel.normals.push(face.normal.x);
+                glModel.normals.push(face.normal.y);
+                glModel.normals.push(face.normal.z);
             }
         }
     }
diff --git a/examples/3rdparty/gl-matrix.js b/examples/canvas3d/3rdparty/gl-matrix.js
similarity index 100%
rename from examples/3rdparty/gl-matrix.js
rename to examples/canvas3d/3rdparty/gl-matrix.js
diff --git a/examples/canvas3d/3rdparty/three.js b/examples/canvas3d/3rdparty/three.js
new file mode 100644
index 0000000000000000000000000000000000000000..ede910410476f95bef4cb370ef5b0f0d40c8ff95
--- /dev/null
+++ b/examples/canvas3d/3rdparty/three.js
@@ -0,0 +1,35272 @@
+// File:src/qml/ThreeQML.js
+
+/**
+ * three.js QML port by
+ * @author Pasi keränen / pasi.keranen@theqtcompany.com
+ */
+
+// File:src/qml/QmlImageElement.js
+
+var __texImageToImageMap = {};
+
+function Image () {
+    this.crossOrigin = undefined;
+    this._src = undefined;
+    this._onSuccessCallback  = undefined;
+    this._onProgressCallback = undefined;
+    this._onErrorCallback    = undefined;
+    this._width  = 0;
+    this._height = 0;
+    this._texImage = TextureImageFactory.newTexImage();
+    __texImageToImageMap[""+this._texImage.id()] = this;
+
+    // Setup mapping between the native QObject image and this image
+    var _this = this;
+
+    this._texImage.imageLoaded.connect(function() { _this.notifySuccess(_this) });
+    this._texImage.imageLoadingFailed.connect(function() { _this.notifyError(_this) });
+
+    this.__defineGetter__("src", function(){
+        return _this._src;
+    });
+
+    this.__defineSetter__("src", function(url){
+        if (url && url !== '' && url !== _this._src) {
+            _this._texImage.src = ""+url;
+            _this._texImage.name = ""+url;
+        }
+        _this._src = url;
+    });
+
+    this.__defineGetter__("width", function(){
+        return (_this._texImage !== undefined)?_this._texImage.width:0;
+    });
+
+    this.__defineSetter__("width", function(url){
+        console.log("TODO: Implement image resize");
+    });
+
+    this.__defineGetter__("height", function(){
+        return (_this._texImage !== undefined)?_this._texImage.height:0;
+    });
+
+    this.__defineSetter__("height", function(url){
+        console.log("TODO: Implement image resize");
+    });
+};
+
+Image.prototype = {
+    constructor: Image,
+
+    addEventListener: function( eventName, callback, flag ) {
+        if (eventName === 'load') {
+            this._onSuccessCallback = callback;
+        } else if (eventName === 'progress') {
+            this._onProgressCallback = callback;
+        } else if (eventName === 'error') {
+            this._onErrorCallback = callback;
+        }
+    },
+
+    notifySuccess: function(image) {
+        if (this._onSuccessCallback !== undefined) {
+            this._onSuccessCallback(new Event());
+        }
+    },
+
+    notifyProgress: function(image) {
+        if (this._onProgressCallback !== undefined) {
+            this._onProgressCallback(new Event());
+        }
+    },
+
+    notifyError: function(image) {
+        if (this._onErrorCallback !== undefined) {
+            this._onErrorCallback(new Event());
+        }
+    },
+
+    texImage: function() {
+        return this._texImage;
+    },
+
+    data: function() {
+        console.error("Image.data not implemented!");
+    }
+};
+
+// TODO: Support for resizing:
+//where.image.width = width;
+//where.image.height = height;
+//where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
+
+// File:src/qml/QmlHtmlElements.js
+
+// HTML document and Element wrappers/stubs
+
+function document() {
+}
+
+document.createElement = function(type) {
+    if (type === "img") {
+        return new Image();
+    } else if (type === 'div') {
+        return new HtmlDiv();
+    }
+
+    return new HtmlElement();
+}
+
+document.createTextNode = function(value) {
+    return new HtmlElement();
+}
+
+function Event() {
+}
+
+Event.prototype = {
+    constructor: Event
+}
+
+function HtmlStyle() {
+    this.position = undefined;
+    this.right = undefined;
+    this.top = undefined;
+    this.fontSize = undefined;
+    this.textAlign = undefined;
+    this.background = undefined;
+    this.color = undefined;
+    this.width = undefined;
+    this.width = undefined;
+    this.padding = undefined;
+    this.zIndex = undefined;
+}
+
+function HtmlElement() {
+    this.style = new HtmlStyle();
+}
+
+HtmlElement.prototype = {
+    constructor: HtmlElement,
+
+    appendChild: function(child) {
+    }
+}
+
+function HtmlDiv() {
+    this.innerHTML = "";
+    this.style = new HtmlStyle();
+}
+
+
+
+// File:src/qml/Canvas3DRenderer.js
+
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ * @author pasikeranen / pasi.keranen@theqtcompany.com
+ */
+
+THREE.Canvas3DRenderer = function ( parameters ) {
+
+	console.log( 'THREE.Canvas3DRenderer', THREE.REVISION );
+
+	parameters = parameters || {};
+
+    if (parameters.canvas === undefined) {
+        console.error("parameter.canvas must be set when using THREE.Canvas3DRenderer");
+        return;
+    }
+
+    var _canvas = parameters.canvas,
+    _context = parameters.context !== undefined ? parameters.context : null,
+
+	pixelRatio = 1,
+
+	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+
+	_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
+	_depth = parameters.depth !== undefined ? parameters.depth : true,
+	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+	_logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
+
+	_clearColor = new THREE.Color( 0x000000 ),
+    _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
+
+	var lights = [];
+
+	var _webglObjects = {};
+	var _webglObjectsImmediate = [];
+
+	var opaqueObjects = [];
+	var transparentObjects = [];
+
+	var sprites = [];
+	var lensFlares = [];
+
+	// public properties
+
+	this.domElement = _canvas;
+	this.context = null;
+	pixelRatio = parameters.devicePixelRatio !== undefined
+				 ? parameters.devicePixelRatio
+				 : self.pixelRatio !== undefined
+					 ? self.pixelRatio
+					 : 1;
+
+	// clearing
+
+	this.autoClear = true;
+	this.autoClearColor = true;
+	this.autoClearDepth = true;
+	this.autoClearStencil = true;
+
+	// scene graph
+
+	this.sortObjects = true;
+
+	// physically based shading
+
+	this.gammaFactor = 2.0;	// for backwards compatibility
+	this.gammaInput = false;
+	this.gammaOutput = false;
+
+	// shadow map
+
+	this.shadowMapEnabled = false;
+	this.shadowMapType = THREE.PCFShadowMap;
+	this.shadowMapCullFace = THREE.CullFaceFront;
+	this.shadowMapDebug = false;
+	this.shadowMapCascade = false;
+
+	// morphs
+
+	this.maxMorphTargets = 8;
+	this.maxMorphNormals = 4;
+
+	// flags
+
+	this.autoScaleCubemaps = true;
+
+	// 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 = [],
+
+	// internal state cache
+
+	_currentProgram = null,
+	_currentFramebuffer = null,
+	_currentMaterialId = - 1,
+	_currentGeometryProgram = '',
+	_currentCamera = null,
+
+	_usedTextureUnits = 0,
+
+	_viewportX = 0,
+	_viewportY = 0,
+	_viewportWidth = _canvas.width,
+	_viewportHeight = _canvas.height,
+	_currentWidth = 0,
+	_currentHeight = 0,
+
+	// frustum
+
+	_frustum = new THREE.Frustum(),
+
+	 // camera matrices cache
+
+	_projScreenMatrix = new THREE.Matrix4(),
+
+	_vector3 = new THREE.Vector3(),
+
+	// light arrays cache
+
+	_direction = new THREE.Vector3(),
+
+	_lightsNeedUpdate = true,
+
+	_lights = {
+
+		ambient: [ 0, 0, 0 ],
+		directional: { length: 0, colors:[], positions: [] },
+		point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
+		spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
+		hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
+
+	};
+
+	// initialize
+
+	var _gl;
+
+	try {
+
+		var attributes = {
+			alpha: _alpha,
+			depth: _depth,
+			stencil: _stencil,
+			antialias: _antialias,
+			premultipliedAlpha: _premultipliedAlpha,
+			preserveDrawingBuffer: _preserveDrawingBuffer
+		};
+
+		_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
+
+		if ( _gl === null ) {
+
+			if ( _canvas.getContext( 'webgl') !== null ) {
+
+				throw 'Error creating WebGL context with your selected attributes.';
+
+			} else {
+
+				throw 'Error creating WebGL context.';
+
+			}
+
+		}
+
+//		_canvas.addEventListener( 'webglcontextlost', function ( event ) {
+//
+//			event.preventDefault();
+//
+//			resetGLState();
+//			setDefaultGLState();
+//
+//			_webglObjects = {};
+//
+//		}, false);
+//
+	} catch ( error ) {
+
+        THREE.error( 'THREE.Canvas3DRenderer: ' + error );
+
+	}
+
+	var state = new THREE.WebGLState( _gl, paramThreeToGL );
+
+	if ( _gl.getShaderPrecisionFormat === undefined ) {
+
+		_gl.getShaderPrecisionFormat = function () {
+
+			return {
+				'rangeMin': 1,
+				'rangeMax': 1,
+				'precision': 1
+			};
+
+		}
+
+	}
+
+	var extensions = new THREE.WebGLExtensions( _gl );
+
+	extensions.get( 'OES_texture_float' );
+	extensions.get( 'OES_texture_float_linear' );
+	extensions.get( 'OES_texture_half_float' );
+	extensions.get( 'OES_texture_half_float_linear' );
+	extensions.get( 'OES_standard_derivatives' );
+
+	if ( _logarithmicDepthBuffer ) {
+
+		extensions.get( 'EXT_frag_depth' );
+
+	}
+
+	//
+
+	var glClearColor = function ( r, g, b, a ) {
+
+		if ( _premultipliedAlpha === true ) {
+
+			r *= a; g *= a; b *= a;
+
+		}
+
+		_gl.clearColor( r, g, b, a );
+
+	};
+
+	var setDefaultGLState = function () {
+
+		_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.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	var resetGLState = function () {
+
+		_currentProgram = null;
+		_currentCamera = null;
+
+		_currentGeometryProgram = '';
+		_currentMaterialId = - 1;
+
+		_lightsNeedUpdate = true;
+
+		state.reset();
+
+	};
+
+	setDefaultGLState();
+
+	this.context = _gl;
+	this.state = state;
+
+	// 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 _supportsVertexTextures = _maxVertexTextures > 0;
+	var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
+
+	//
+
+	var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
+	var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
+
+	var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
+	var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
+
+	var getCompressedTextureFormats = ( function () {
+
+		var array;
+
+		return function () {
+
+			if ( array !== undefined ) {
+
+				return array;
+
+			}
+
+			array = [];
+
+			if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
+
+				var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
+
+				for ( var i = 0; i < formats.length; i ++ ) {
+
+					array.push( formats[ i ] );
+
+				}
+
+			}
+
+			return array;
+
+		};
+
+	} )();
+
+	// clamp precision to maximum available
+
+	var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
+	var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
+
+	if ( _precision === 'highp' && ! highpAvailable ) {
+
+		if ( mediumpAvailable ) {
+
+			_precision = 'mediump';
+			THREE.warn( 'THREE.Canvas3DRenderer: highp not supported, using mediump.' );
+
+		} else {
+
+			_precision = 'lowp';
+			THREE.warn( 'THREE.Canvas3DRenderer: highp and mediump not supported, using lowp.' );
+
+		}
+
+	}
+
+	if ( _precision === 'mediump' && ! mediumpAvailable ) {
+
+		_precision = 'lowp';
+		THREE.warn( 'THREE.Canvas3DRenderer: mediump not supported, using lowp.' );
+
+	}
+
+	// Plugins
+
+	var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
+
+	var spritePlugin = new THREE.SpritePlugin( this, sprites );
+	var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
+
+	// API
+
+	this.getContext = function () {
+
+		return _gl;
+
+	};
+
+	this.forceContextLoss = function () {
+
+		//extensions.get( 'WEBGL_lose_context' ).loseContext();
+
+	};
+
+	this.supportsVertexTextures = function () {
+
+		return _supportsVertexTextures;
+
+	};
+
+	this.supportsFloatTextures = function () {
+
+		return extensions.get( 'OES_texture_float' );
+
+	};
+
+	this.supportsHalfFloatTextures = function () {
+
+		return extensions.get( 'OES_texture_half_float' );
+
+	};
+
+	this.supportsStandardDerivatives = function () {
+
+		return extensions.get( 'OES_standard_derivatives' );
+
+	};
+
+	this.supportsCompressedTextureS3TC = function () {
+
+		return extensions.get( 'WEBGL_compressed_texture_s3tc' );
+
+	};
+
+	this.supportsCompressedTexturePVRTC = function () {
+
+		return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
+
+	};
+
+	this.supportsBlendMinMax = function () {
+
+		return extensions.get( 'EXT_blend_minmax' );
+
+	};
+
+	this.getMaxAnisotropy = ( function () {
+
+		var value;
+
+		return function () {
+
+			if ( value !== undefined ) {
+
+				return value;
+
+			}
+
+			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
+
+			value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
+
+			return value;
+
+		}
+
+	} )();
+
+	this.getPrecision = function () {
+
+		return _precision;
+
+	};
+
+	this.getPixelRatio = function () {
+
+		return pixelRatio;
+
+	};
+
+	this.setPixelRatio = function ( value ) {
+
+		pixelRatio = value;
+
+	};
+
+	this.setSize = function ( width, height, updateStyle ) {
+
+		_canvas.pixelSize = Qt.size(width * pixelRatio, height * pixelRatio)
+
+		if ( updateStyle !== false ) {
+
+//			Update styles is ignored in Canvas3D
+//			_canvas.style.width = width + 'px';
+//			_canvas.style.height = height + 'px';
+
+		}
+
+		this.setViewport( 0, 0, width, height );
+
+	};
+
+	this.setViewport = function ( x, y, width, height ) {
+
+		_viewportX = x * pixelRatio;
+		_viewportY = y * pixelRatio;
+
+		_viewportWidth = width * pixelRatio;
+		_viewportHeight = height * pixelRatio;
+
+		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+	};
+
+	this.setScissor = function ( x, y, width, height ) {
+
+		_gl.scissor(
+			x * pixelRatio,
+			y * pixelRatio,
+			width * pixelRatio,
+			height * pixelRatio
+		);
+
+	};
+
+	this.enableScissorTest = function ( enable ) {
+
+        if (enable)
+            _gl.enable( _gl.SCISSOR_TEST )
+        else
+            _gl.disable( _gl.SCISSOR_TEST );
+
+	};
+
+	// Clearing
+
+	this.getClearColor = function () {
+
+		return _clearColor;
+
+	};
+
+	this.setClearColor = function ( color, alpha ) {
+
+		_clearColor.set( color );
+
+		_clearAlpha = alpha !== undefined ? alpha : 1;
+
+		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	this.getClearAlpha = function () {
+
+		return _clearAlpha;
+
+	};
+
+	this.setClearAlpha = function ( alpha ) {
+
+		_clearAlpha = alpha;
+
+		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _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.clearColor = function () {
+
+		_gl.clear( _gl.COLOR_BUFFER_BIT );
+
+	};
+
+	this.clearDepth = function () {
+
+		_gl.clear( _gl.DEPTH_BUFFER_BIT );
+
+	};
+
+	this.clearStencil = function () {
+
+		_gl.clear( _gl.STENCIL_BUFFER_BIT );
+
+	};
+
+	this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+		this.setRenderTarget( renderTarget );
+		this.clear( color, depth, stencil );
+
+	};
+
+	// Reset
+
+	this.resetGLState = resetGLState;
+
+	// Buffer allocation
+
+	function createParticleBuffers ( geometry ) {
+
+		geometry.__webglVertexBuffer = _gl.createBuffer();
+        geometry.__webglVertexBuffer.name = "Particle__webglVertexBuffer";
+		geometry.__webglColorBuffer = _gl.createBuffer();
+        geometry.__webglColorBuffer.name = "Particle__webglColorBuffer";
+
+		_this.info.memory.geometries ++;
+
+	};
+
+	function createLineBuffers ( geometry ) {
+
+		geometry.__webglVertexBuffer = _gl.createBuffer();
+		geometry.__webglColorBuffer = _gl.createBuffer();
+		geometry.__webglLineDistanceBuffer = _gl.createBuffer();
+		geometry.__webglVertexBuffer.name = "Line__webglVertexBuffer";
+		geometry.__webglColorBuffer.name = "Line__webglColorBuffer";
+		geometry.__webglLineDistanceBuffer.name = "Line__webglLineDistanceBuffer";
+
+		_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.__webglVertexBuffer.name = "Mesh__webglVertexBuffer";
+        geometryGroup.__webglNormalBuffer.name = "Mesh__webglNormalBuffer";
+        geometryGroup.__webglTangentBuffer.name = "Mesh__webglTangentBuffer";
+        geometryGroup.__webglColorBuffer.name = "Mesh__webglColorBuffer";
+        geometryGroup.__webglUVBuffer.name = "Mesh__webglUVBuffer";
+        geometryGroup.__webglUV2Buffer.name = "Mesh__webglUV2Buffer";
+
+		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
+		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
+        geometryGroup.__webglSkinIndicesBuffer.name = "Mesh__webglSkinIndicesBuffer";
+        geometryGroup.__webglSkinWeightsBuffer.name = "Mesh__webglSkinWeightsBuffer";
+
+		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
+		geometryGroup.__webglLineBuffer = _gl.createBuffer();
+        geometryGroup.__webglFaceBuffer.name = "Mesh__webglFaceBuffer";
+        geometryGroup.__webglLineBuffer.name = "Mesh__webglLineBuffer";
+
+		var m, ml;
+		var numMorphTargets = geometryGroup.numMorphTargets;
+
+		if ( numMorphTargets ) {
+
+			geometryGroup.__webglMorphTargetsBuffers = [];
+
+			for ( m = 0, ml = numMorphTargets; m < ml; m ++ ) {
+                var buf =  _gl.createBuffer();
+                buf.name = "Mesh__MorphTarget_"+m;
+                geometryGroup.__webglMorphTargetsBuffers.push(buf);
+
+			}
+
+		}
+
+		var numMorphNormals = geometryGroup.numMorphNormals;
+
+		if ( numMorphNormals ) {
+
+			geometryGroup.__webglMorphNormalsBuffers = [];
+
+			for ( m = 0, ml = numMorphNormals; m < ml; m ++ ) {
+                var nbuf =  _gl.createBuffer();
+                nbuf.name = "Mesh__MorphNormal_"+m;
+                geometryGroup.__webglMorphNormalsBuffers.push( nbuf );
+
+			}
+
+		}
+
+		_this.info.memory.geometries ++;
+
+	};
+
+	// Events
+
+	var onObjectRemoved = function ( event ) {
+
+		var object = event.target;
+
+		object.traverse( function ( child ) {
+
+			child.removeEventListener( 'remove', onObjectRemoved );
+
+			removeObject( child );
+
+		} );
+
+	};
+
+	var onGeometryDispose = function ( event ) {
+
+		var geometry = event.target;
+
+		geometry.removeEventListener( 'dispose', onGeometryDispose );
+
+		deallocateGeometry( geometry );
+
+	};
+
+	var onTextureDispose = function ( event ) {
+
+		var texture = event.target;
+
+		texture.removeEventListener( 'dispose', onTextureDispose );
+
+		deallocateTexture( texture );
+
+		_this.info.memory.textures --;
+
+
+	};
+
+	var onRenderTargetDispose = function ( event ) {
+
+		var renderTarget = event.target;
+
+		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
+
+		deallocateRenderTarget( renderTarget );
+
+		_this.info.memory.textures --;
+
+	};
+
+	var onMaterialDispose = function ( event ) {
+
+		var material = event.target;
+
+		material.removeEventListener( 'dispose', onMaterialDispose );
+
+		deallocateMaterial( material );
+
+	};
+
+	// Buffer deallocation
+
+	var deleteBuffers = function ( geometry ) {
+
+		var buffers = [
+			'__webglVertexBuffer',
+			'__webglNormalBuffer',
+			'__webglTangentBuffer',
+			'__webglColorBuffer',
+			'__webglUVBuffer',
+			'__webglUV2Buffer',
+
+			'__webglSkinIndicesBuffer',
+			'__webglSkinWeightsBuffer',
+
+			'__webglFaceBuffer',
+			'__webglLineBuffer',
+
+			'__webglLineDistanceBuffer'
+		];
+
+		for ( var i = 0, l = buffers.length; i < l; i ++ ) {
+
+			var name = buffers[ i ];
+
+			if ( geometry[ name ] !== undefined ) {
+
+				_gl.deleteBuffer( geometry[ name ] );
+
+				delete geometry[ name ];
+
+			}
+
+		}
+
+		// custom attributes
+
+		if ( geometry.__webglCustomAttributesList !== undefined ) {
+
+			for ( var name in geometry.__webglCustomAttributesList ) {
+
+				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
+
+			}
+
+			delete geometry.__webglCustomAttributesList;
+
+		}
+
+		_this.info.memory.geometries --;
+
+	};
+
+	var deallocateGeometry = function ( geometry ) {
+
+		delete geometry.__webglInit;
+
+		if ( geometry instanceof THREE.BufferGeometry ) {
+
+			for ( var name in geometry.attributes ) {
+
+				var attribute = geometry.attributes[ name ];
+
+				if ( attribute.buffer !== undefined ) {
+
+					_gl.deleteBuffer( attribute.buffer );
+
+					delete attribute.buffer;
+
+				}
+
+			}
+
+			_this.info.memory.geometries --;
+
+		} else {
+
+			var geometryGroupsList = geometryGroups[ geometry.id ];
+
+			if ( geometryGroupsList !== undefined ) {
+
+				for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
+
+					var geometryGroup = geometryGroupsList[ i ];
+
+					if ( geometryGroup.numMorphTargets !== undefined ) {
+
+						for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+							_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+						}
+
+						delete geometryGroup.__webglMorphTargetsBuffers;
+
+					}
+
+					if ( geometryGroup.numMorphNormals !== undefined ) {
+
+						for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+							_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+						}
+
+						delete geometryGroup.__webglMorphNormalsBuffers;
+
+					}
+
+					deleteBuffers( geometryGroup );
+
+				}
+
+				delete geometryGroups[ geometry.id ];
+
+			} else {
+
+				deleteBuffers( geometry );
+
+			}
+
+		}
+
+		// TOFIX: Workaround for deleted geometry being currently bound
+
+		_currentGeometryProgram = '';
+
+	};
+
+	var deallocateTexture = function ( texture ) {
+
+		if ( texture.image && texture.image.__webglTextureCube ) {
+
+			// cube texture
+
+			_gl.deleteTexture( texture.image.__webglTextureCube );
+
+			delete texture.image.__webglTextureCube;
+
+		} else {
+
+			// 2D texture
+
+			if ( texture.__webglInit === undefined ) return;
+
+			_gl.deleteTexture( texture.__webglTexture );
+
+			delete texture.__webglTexture;
+			delete texture.__webglInit;
+
+		}
+
+	};
+
+	var deallocateRenderTarget = function ( renderTarget ) {
+
+		if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
+
+		_gl.deleteTexture( renderTarget.__webglTexture );
+
+		delete 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 );
+
+		}
+
+		delete renderTarget.__webglFramebuffer;
+		delete renderTarget.__webglRenderbuffer;
+
+	};
+
+	var deallocateMaterial = function ( material ) {
+
+		var program = material.program.program;
+
+		if ( program === undefined ) 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 === true ) {
+
+			// 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 --;
+
+		}
+
+	};
+
+	// Buffer initialization
+
+	function initCustomAttributes ( object ) {
+
+		var geometry = object.geometry;
+		var material = object.material;
+
+		var nvertices = geometry.vertices.length;
+
+		if ( material.attributes ) {
+
+			if ( geometry.__webglCustomAttributesList === undefined ) {
+
+				geometry.__webglCustomAttributesList = [];
+
+			}
+
+			for ( var name in material.attributes ) {
+
+				var attribute = material.attributes[ name ];
+
+				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.array.name = ""+attribute+"attribute.array";
+
+					attribute.buffer = _gl.createBuffer();
+					attribute.buffer.belongsToAttribute = name;
+
+					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.__vertexArray.name = "geometry.__vertexArray";
+        geometry.__colorArray.name = "geometry.__colorArray";
+
+		geometry.__webglParticleCount = nvertices;
+
+		initCustomAttributes( 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.__vertexArray.name = "geometry.__vertexArray";
+        geometry.__colorArray.name = "geometry.__colorArray";
+        geometry.__lineDistanceArray.name = "geometry.__lineDistanceArray";
+
+		geometry.__webglLineCount = nvertices;
+
+		initCustomAttributes( object );
+
+	};
+
+	function initMeshBuffers ( geometryGroup, object ) {
+
+		var geometry = object.geometry,
+			faces3 = geometryGroup.faces3,
+
+			nvertices = faces3.length * 3,
+			ntris     = faces3.length * 1,
+			nlines    = faces3.length * 3,
+
+			material = getBufferMaterial( object, geometryGroup );
+
+		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
+		geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
+		geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
+		geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
+        geometryGroup.__vertexArray.name = "geometryGroup.__vertexArray";
+        geometryGroup.__normalArray.name = "geometryGroup.__normalArray";
+        geometryGroup.__colorArray.name = "geometryGroup.__colorArray";
+        geometryGroup.__uvArray.name = "geometryGroup.__uvArray";
+
+		if ( geometry.faceVertexUvs.length > 1 ) {
+
+			geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
+	        geometryGroup.__uv2Array.name = "geometryGroup.__uv2Array";
+
+		}
+
+		if ( geometry.hasTangents ) {
+
+			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
+            geometryGroup.__tangentArray.name = "geometryGroup.__tangentArray";
+
+		}
+
+		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
+
+			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
+			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
+            geometryGroup.__skinIndexArray.name = "geometryGroup.__skinIndexArray";
+            geometryGroup.__skinWeightArray.name = "geometryGroup.__skinWeightArray";
+		}
+
+		var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
+
+		geometryGroup.__typeArray = UintArray;
+		geometryGroup.__faceArray = new UintArray( ntris * 3 );
+		geometryGroup.__lineArray = new UintArray( nlines * 2 );
+        geometryGroup.__faceArray.name = "geometryGroup.__faceArray";
+        geometryGroup.__lineArray.name = "geometryGroup.__lineArray";
+
+		var m, ml;
+		var numMorphTargets = geometryGroup.numMorphTargets;
+
+		if ( numMorphTargets ) {
+
+			geometryGroup.__morphTargetsArrays = [];
+
+			for ( m = 0, ml = numMorphTargets; m < ml; m ++ ) {
+                var mta = new Float32Array( nvertices * 3 );
+                mta.name = "morphTargetArray_"+m;
+                geometryGroup.__morphTargetsArrays.push(mta);
+			}
+
+		}
+
+		var numMorphNormals = geometryGroup.numMorphNormals;
+
+		if ( numMorphNormals ) {
+
+			geometryGroup.__morphNormalsArrays = [];
+
+			for ( m = 0, ml = numMorphNormals; m < ml; m ++ ) {
+                var mna = new Float32Array( nvertices * 3 );
+                mna.name = "morphNormalsArray_"+m;
+                geometryGroup.__morphNormalsArrays.push( mna );
+			}
+
+		}
+
+		geometryGroup.__webglFaceCount = ntris * 3;
+		geometryGroup.__webglLineCount = nlines * 2;
+
+
+		// custom attributes
+
+		if ( material.attributes ) {
+
+			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
+
+				geometryGroup.__webglCustomAttributesList = [];
+
+			}
+
+			for ( var name 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[ name ];
+
+				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 = name;
+
+					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 materialNeedsFaceNormals ( material ) {
+
+		return material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading;
+
+	}
+
+	// Buffer setting
+
+	function setParticleBuffers ( geometry, hint, object ) {
+
+		var v, c, vertex, offset, color,
+
+		vertices = geometry.vertices,
+		vl = vertices.length,
+
+		colors = geometry.colors,
+		cl = colors.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList,
+		i, il,
+		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 ( 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;
+
+						}
+
+					}
+
+				}
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+				customAttribute.needsUpdate = false;
+
+			}
+
+		}
+
+	}
+
+	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,
+		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 );
+
+					customAttribute.needsUpdate = false;
+
+				}
+
+			}
+
+		}
+
+	}
+
+	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
+
+		if ( ! geometryGroup.__inittedArrays ) {
+
+			return;
+
+		}
+
+		var needsFaceNormals = materialNeedsFaceNormals( material );
+
+		var f, fl, fi, face,
+		vertexNormals, faceNormal,
+		vertexColors, faceColor,
+		vertexTangents,
+		uv, uv2, v1, v2, v3, t1, t2, t3, n1, n2, n3,
+		c1, c2, c3,
+		sw1, sw2, sw3,
+		si1, si2, si3,
+		i, il,
+		vn, uvi, uv2i,
+		vk, vkl, vka,
+		nka, chf, faceVertexNormals,
+
+		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,
+
+		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,
+		obj_faces = geometry.faces,
+
+		obj_uvs  = geometry.faceVertexUvs[ 0 ],
+		obj_uvs2 = geometry.faceVertexUvs[ 1 ],
+
+		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;
+
+			}
+
+			_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 ( needsFaceNormals ) {
+
+							n1 = morphNormals[ vk ].faceNormals[ chf ];
+							n2 = n1;
+							n3 = n1;
+
+						} else {
+
+							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+							n1 = faceVertexNormals.a;
+							n2 = faceVertexNormals.b;
+							n3 = faceVertexNormals.c;
+
+						}
+
+						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;
+
+				}
+
+				_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;
+
+			}
+
+			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 ) {
+
+			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 && material.vertexColors === 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;
+
+			}
+
+			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;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
+
+		}
+
+		if ( dirtyNormals ) {
+
+			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 && needsFaceNormals === false ) {
+
+					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;
+
+					}
+
+				}
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+		}
+
+		if ( dirtyUvs && obj_uvs ) {
+
+			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.x;
+					uvArray[ offset_uv + 1 ] = uvi.y;
+
+					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 ) {
+
+			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.x;
+					uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+					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;
+
+			}
+
+			_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;
+
+				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;
+
+						}
+
+					} 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;
+
+						}
+
+					}
+
+				} 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;
+
+						}
+
+					} 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;
+
+						}
+
+					}
+
+				} 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;
+
+						}
+
+					} 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;
+
+						}
+
+					} 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;
+
+						}
+
+					}
+
+				} 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;
+
+						}
+
+					} 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;
+
+						}
+
+					} 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;
+
+						}
+
+					}
+
+				}
+
+				_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;
+
+		}
+
+	};
+
+	// Buffer rendering
+
+	this.renderBufferImmediate = function ( object, program, material ) {
+
+		state.initAttributes();
+
+		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 );
+
+			state.enableAttribute( 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 instanceof THREE.MeshPhongMaterial === false &&
+				   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 );
+
+			state.enableAttribute( 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 );
+
+			state.enableAttribute( 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 );
+
+			state.enableAttribute( program.attributes.color );
+
+			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		state.disableUnusedAttributes();
+
+		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+		object.count = 0;
+
+	};
+
+	function setupVertexAttributes( material, program, geometry, startIndex ) {
+
+		var geometryAttributes = geometry.attributes;
+
+		var programAttributes = program.attributes;
+		var programAttributesKeys = program.attributesKeys;
+
+		for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
+
+			var key = programAttributesKeys[ i ];
+			var programAttribute = programAttributes[ key ];
+
+			if ( programAttribute >= 0 ) {
+
+				var geometryAttribute = geometryAttributes[ key ];
+
+				if ( geometryAttribute !== undefined ) {
+
+					var size = geometryAttribute.itemSize;
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
+
+					state.enableAttribute( programAttribute );
+
+					_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
+
+				} else if ( material.defaultAttributeValues !== undefined ) {
+
+					if ( material.defaultAttributeValues[ key ].length === 2 ) {
+
+						_gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
+
+					} else if ( material.defaultAttributeValues[ key ].length === 3 ) {
+
+						_gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		state.disableUnusedAttributes();
+
+	}
+
+	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
+
+		if ( material.visible === false ) return;
+
+		updateObject( object );
+
+		var program = setProgram( camera, lights, fog, material, object );
+
+		var updateBuffers = false,
+			wireframeBit = material.wireframe ? 1 : 0,
+			geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
+
+		if ( geometryProgram !== _currentGeometryProgram ) {
+
+			_currentGeometryProgram = geometryProgram;
+			updateBuffers = true;
+
+		}
+
+		if ( updateBuffers ) {
+
+			state.initAttributes();
+
+		}
+
+		// render mesh
+
+		if ( object instanceof THREE.Mesh ) {
+
+			var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
+
+			var index = geometry.attributes.index;
+
+			if ( index ) {
+
+				// indexed triangles
+
+				var type, size;
+
+				if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
+
+					type = _gl.UNSIGNED_INT;
+					size = 4;
+
+				} else {
+
+					type = _gl.UNSIGNED_SHORT;
+					size = 2;
+
+				}
+
+				var offsets = geometry.offsets;
+
+				if ( offsets.length === 0 ) {
+
+					if ( updateBuffers ) {
+
+						setupVertexAttributes( material, program, geometry, 0 );
+						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+					}
+
+					_gl.drawElements( mode, index.array.length, type, 0 );
+
+					_this.info.render.calls ++;
+					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
+					_this.info.render.faces += index.array.length / 3;
+
+				} else {
+
+					// 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
+
+					updateBuffers = true;
+
+					for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+						var startIndex = offsets[ i ].index;
+
+						if ( updateBuffers ) {
+
+							setupVertexAttributes( material, program, geometry, startIndex );
+							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+						}
+
+						// render indexed triangles
+
+						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
+
+						_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;
+
+					}
+
+				}
+
+			} else {
+
+				// non-indexed triangles
+
+				if ( updateBuffers ) {
+
+					setupVertexAttributes( material, program, geometry, 0 );
+
+				}
+
+				var position = geometry.attributes[ 'position' ];
+
+				// render non-indexed triangles
+
+				_gl.drawArrays( mode, 0, position.array.length / position.itemSize );
+
+				_this.info.render.calls ++;
+				_this.info.render.vertices += position.array.length / position.itemSize;
+				_this.info.render.faces += position.array.length / ( 3 * position.itemSize );
+
+			}
+
+		} else if ( object instanceof THREE.PointCloud ) {
+
+			// render particles
+
+			var mode = _gl.POINTS;
+
+			var index = geometry.attributes.index;
+
+			if ( index ) {
+
+				// indexed points
+
+				var type, size;
+
+				if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
+
+					type = _gl.UNSIGNED_INT;
+					size = 4;
+
+				} else {
+
+					type = _gl.UNSIGNED_SHORT;
+					size = 2;
+
+				}
+
+				var offsets = geometry.offsets;
+
+				if ( offsets.length === 0 ) {
+
+					if ( updateBuffers ) {
+
+						setupVertexAttributes( material, program, geometry, 0 );
+						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+					}
+
+					_gl.drawElements( mode, index.array.length, type, 0);
+
+					_this.info.render.calls ++;
+					_this.info.render.points += index.array.length;
+
+				} else {
+
+					// 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 ) {
+
+							setupVertexAttributes( material, program, geometry, startIndex );
+							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+						}
+
+						// render indexed points
+
+						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
+
+						_this.info.render.calls ++;
+						_this.info.render.points += offsets[ i ].count;
+
+					}
+
+				}
+
+			} else {
+
+				// non-indexed points
+
+				if ( updateBuffers ) {
+
+					setupVertexAttributes( material, program, geometry, 0 );
+
+				}
+
+				var position = geometry.attributes.position;
+				var offsets = geometry.offsets;
+
+				if ( offsets.length === 0 ) {
+
+					_gl.drawArrays( mode, 0, position.array.length / 3 );
+
+					_this.info.render.calls ++;
+					_this.info.render.points += position.array.length / 3;
+
+				} else {
+
+					for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+						_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
+
+						_this.info.render.calls ++;
+						_this.info.render.points += offsets[ i ].count;
+
+					}
+
+				}
+
+			}
+
+		} else if ( object instanceof THREE.Line ) {
+
+			var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+			state.setLineWidth( material.linewidth * pixelRatio );
+
+			var index = geometry.attributes.index;
+
+			if ( index ) {
+
+				// indexed lines
+
+				var type, size;
+
+				if ( index.array instanceof Uint32Array ) {
+
+					type = _gl.UNSIGNED_INT;
+					size = 4;
+
+				} else {
+
+					type = _gl.UNSIGNED_SHORT;
+					size = 2;
+
+				}
+
+				var offsets = geometry.offsets;
+
+				if ( offsets.length === 0 ) {
+
+					if ( updateBuffers ) {
+
+						setupVertexAttributes( material, program, geometry, 0 );
+						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+					}
+
+					_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
+
+					_this.info.render.calls ++;
+					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
+
+				} else {
+
+					// 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 ) {
+
+							setupVertexAttributes( material, program, geometry, startIndex );
+							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+						}
+
+						// render indexed lines
+
+						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
+
+						_this.info.render.calls ++;
+						_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+
+					}
+
+				}
+
+			} else {
+
+				// non-indexed lines
+
+				if ( updateBuffers ) {
+
+					setupVertexAttributes( material, program, geometry, 0 );
+
+				}
+
+				var position = geometry.attributes.position;
+				var offsets = geometry.offsets;
+
+				if ( offsets.length === 0 ) {
+
+					_gl.drawArrays( mode, 0, position.array.length / 3 );
+
+					_this.info.render.calls ++;
+					_this.info.render.vertices += position.array.length / 3;
+
+				} else {
+
+					for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+						_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
+
+						_this.info.render.calls ++;
+						_this.info.render.vertices += offsets[ i ].count;
+
+					}
+
+				}
+
+			}
+
+		}
+
+	};
+
+	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
+
+		if ( material.visible === false ) return;
+
+		updateObject( object );
+
+		var program = setProgram( camera, lights, fog, material, object );
+
+		var attributes = program.attributes;
+
+		var updateBuffers = false,
+			wireframeBit = material.wireframe ? 1 : 0,
+			geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
+
+		if ( geometryProgram !== _currentGeometryProgram ) {
+
+			_currentGeometryProgram = geometryProgram;
+			updateBuffers = true;
+
+		}
+
+		if ( updateBuffers ) {
+
+			state.initAttributes();
+
+		}
+
+		// vertices
+
+		if ( ! material.morphTargets && attributes.position >= 0 ) {
+
+			if ( updateBuffers ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+
+				state.enableAttribute( attributes.position );
+
+				_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 ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
+
+					var attribute = geometryGroup.__webglCustomAttributesList[ i ];
+
+					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
+
+						state.enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
+
+						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+				}
+
+			}
+
+
+			// colors
+
+			if ( attributes.color >= 0 ) {
+
+				if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+
+					state.enableAttribute( attributes.color );
+
+					_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+				} else if ( material.defaultAttributeValues !== undefined ) {
+
+
+					_gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
+
+				}
+
+			}
+
+			// normals
+
+			if ( attributes.normal >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+
+				state.enableAttribute( attributes.normal );
+
+				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// tangents
+
+			if ( attributes.tangent >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+
+				state.enableAttribute( attributes.tangent );
+
+				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// uvs
+
+			if ( attributes.uv >= 0 ) {
+
+				if ( object.geometry.faceVertexUvs[ 0 ] ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+
+					state.enableAttribute( attributes.uv );
+
+					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+				} else if ( material.defaultAttributeValues !== undefined ) {
+
+
+					_gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
+
+				}
+
+			}
+
+			if ( attributes.uv2 >= 0 ) {
+
+				if ( object.geometry.faceVertexUvs[ 1 ] ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+
+					state.enableAttribute( attributes.uv2 );
+
+					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
+
+				} else if ( material.defaultAttributeValues !== undefined ) {
+
+
+					_gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
+
+				}
+
+			}
+
+			if ( material.skinning &&
+				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+
+				state.enableAttribute( attributes.skinIndex );
+
+				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+
+				state.enableAttribute( attributes.skinWeight );
+
+				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// line distances
+
+			if ( attributes.lineDistance >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
+
+				state.enableAttribute( attributes.lineDistance );
+
+				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+		}
+
+		state.disableUnusedAttributes();
+
+		// render mesh
+
+		if ( object instanceof THREE.Mesh ) {
+
+			var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
+
+			// wireframe
+
+			if ( material.wireframe ) {
+
+				state.setLineWidth( material.wireframeLinewidth * pixelRatio );
+
+				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
+
+			// triangles
+
+			} else {
+
+				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 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 ) {
+
+			var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+			state.setLineWidth( material.linewidth * pixelRatio );
+
+			_gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
+
+			_this.info.render.calls ++;
+
+		// render particles
+
+		} else if ( object instanceof THREE.PointCloud ) {
+
+			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
+
+			_this.info.render.calls ++;
+			_this.info.render.points += geometryGroup.__webglParticleCount;
+
+		}
+
+	};
+
+	function setupMorphTargets ( material, geometryGroup, object ) {
+
+		// set base
+
+		var attributes = material.program.attributes;
+
+		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
+
+			state.enableAttribute( attributes.position );
+
+			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+		} else if ( attributes.position >= 0 ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+
+			state.enableAttribute( attributes.position );
+
+			_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;
+
+			var attribute;
+
+			while ( m < material.numSupportedMorphTargets && m < order.length ) {
+
+				attribute = attributes[ 'morphTarget' + m ];
+
+				if ( attribute >= 0 ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
+
+					state.enableAttribute( attribute );
+
+					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
+
+				}
+
+				attribute = attributes[ 'morphNormal' + m ];
+
+				if ( attribute >= 0 && material.morphNormals ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
+
+					state.enableAttribute( attribute );
+
+					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
+
+				}
+
+				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
+
+				m ++;
+
+			}
+
+		} else {
+
+			// find the most influencing
+
+			var activeInfluenceIndices = [];
+			var influences = object.morphTargetInfluences;
+			var morphTargets = object.geometry.morphTargets;
+
+			if ( influences.length > morphTargets.length ) {
+
+				console.warn( 'THREE.Canvas3DRenderer: Influences array is bigger than morphTargets array.' );
+				influences.length = morphTargets.length;
+
+			}
+
+			for ( var i = 0, il = influences.length; i < il; i ++ ) {
+
+				var influence = influences[ i ];
+
+				activeInfluenceIndices.push( [ influence, i ] );
+
+			}
+
+			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 attribute;
+
+			for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
+
+				if ( activeInfluenceIndices[ m ] ) {
+
+					var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
+
+					attribute = attributes[ 'morphTarget' + m ];
+
+					if ( attribute >= 0 ) {
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
+
+						state.enableAttribute( attribute );
+
+						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+					attribute = attributes[ 'morphNormal' + m ];
+
+					if ( attribute >= 0 && material.morphNormals ) {
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
+
+						state.enableAttribute( attribute );
+
+						_gl.vertexAttribPointer( attribute, 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;
+
+				}
+
+			}
+
+		}
+
+		// 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.object.renderOrder !== b.object.renderOrder ) {
+
+			return a.object.renderOrder - b.object.renderOrder;
+
+		} else if ( a.material.id !== b.material.id ) {
+
+			return a.material.id - b.material.id;
+
+		} else if ( a.z !== b.z ) {
+
+			return a.z - b.z;
+
+		} else {
+
+			return a.id - b.id;
+
+		}
+
+	}
+
+	function reversePainterSortStable ( a, b ) {
+
+		if ( a.object.renderOrder !== b.object.renderOrder ) {
+
+			return a.object.renderOrder - b.object.renderOrder;
+
+		} if ( a.z !== b.z ) {
+
+			return b.z - a.z;
+
+		} else {
+
+			return a.id - b.id;
+
+		}
+
+	}
+
+	function numericalSort ( a, b ) {
+
+		return b[ 0 ] - a[ 0 ];
+
+	}
+
+	// Rendering
+
+	this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+		if ( camera instanceof THREE.Camera === false ) {
+
+			THREE.error( 'THREE.Canvas3DRenderer.render: camera is not an instance of THREE.Camera.' );
+			return;
+
+		}
+
+		var fog = scene.fog;
+
+		// reset caching for this frame
+
+		_currentGeometryProgram = '';
+		_currentMaterialId = - 1;
+		_currentCamera = null;
+		_lightsNeedUpdate = true;
+
+		// update scene graph
+
+		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+		// update camera matrices and frustum
+
+		if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+		// update Skeleton objects
+
+		scene.traverse( function ( object ) {
+
+			if ( object instanceof THREE.SkinnedMesh ) {
+
+				object.skeleton.update();
+
+			}
+
+		} );
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+		_frustum.setFromMatrix( _projScreenMatrix );
+
+		lights.length = 0;
+		opaqueObjects.length = 0;
+		transparentObjects.length = 0;
+
+		sprites.length = 0;
+		lensFlares.length = 0;
+
+		projectObject( scene );
+
+		if ( _this.sortObjects === true ) {
+
+			opaqueObjects.sort( painterSortStable );
+			transparentObjects.sort( reversePainterSortStable );
+
+		}
+
+		// custom render plugins (pre pass)
+
+		shadowMapPlugin.render( 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 immediate objects
+
+		for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
+
+			var webglObject = _webglObjectsImmediate[ i ];
+			var object = webglObject.object;
+
+			if ( object.visible ) {
+
+				setupMatrices( object, camera );
+
+				unrollImmediateBufferMaterial( webglObject );
+
+			}
+
+		}
+
+		if ( scene.overrideMaterial ) {
+
+			var overrideMaterial = scene.overrideMaterial;
+
+			setMaterial( overrideMaterial );
+
+			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
+			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
+			renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, overrideMaterial );
+
+		} else {
+
+			// opaque pass (front-to-back order)
+
+			state.setBlending( THREE.NoBlending );
+
+			renderObjects( opaqueObjects, camera, lights, fog, null );
+			renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, null );
+
+			// transparent pass (back-to-front order)
+
+			renderObjects( transparentObjects, camera, lights, fog, null );
+			renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, null );
+
+		}
+
+		// custom render plugins (post pass)
+
+		spritePlugin.render( scene, camera );
+		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
+
+		// 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
+
+		state.setDepthTest( true );
+		state.setDepthWrite( true );
+		state.setColorWrite( true );
+
+		// _gl.finish();
+
+	};
+
+	function projectObject( object ) {
+
+		if ( object.visible === false ) return;
+
+		if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
+
+			// skip
+
+		} else {
+
+			initObject( object );
+
+			if ( object instanceof THREE.Light ) {
+
+				lights.push( object );
+
+			} else if ( object instanceof THREE.Sprite ) {
+
+				sprites.push( object );
+
+			} else if ( object instanceof THREE.LensFlare ) {
+
+				lensFlares.push( object );
+
+			} else {
+
+				var webglObjects = _webglObjects[ object.id ];
+
+				if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
+
+					for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
+
+						var webglObject = webglObjects[ i ];
+
+						unrollBufferMaterial( webglObject );
+
+						webglObject.render = true;
+
+						if ( _this.sortObjects === true ) {
+
+							_vector3.setFromMatrixPosition( object.matrixWorld );
+							_vector3.applyProjection( _projScreenMatrix );
+
+							webglObject.z = _vector3.z;
+
+						}
+
+					}
+
+				}
+
+			}
+
+		}
+
+		for ( var i = 0, l = object.children.length; i < l; i ++ ) {
+
+			projectObject( object.children[ i ] );
+
+		}
+
+	}
+
+	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
+
+		var material;
+
+		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
+
+			var webglObject = renderList[ i ];
+
+			var object = webglObject.object;
+			var buffer = webglObject.buffer;
+
+			setupMatrices( object, camera );
+
+			if ( overrideMaterial ) {
+
+				material = overrideMaterial;
+
+			} else {
+
+				material = webglObject.material;
+
+				if ( ! material ) continue;
+
+				setMaterial( material );
+
+			}
+
+			_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, overrideMaterial ) {
+
+		var material;
+
+		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
+
+			var webglObject = renderList[ i ];
+			var object = webglObject.object;
+
+			if ( object.visible ) {
+
+				if ( overrideMaterial ) {
+
+					material = overrideMaterial;
+
+				} else {
+
+					material = webglObject[ materialType ];
+
+					if ( ! material ) continue;
+
+					setMaterial( material );
+
+				}
+
+				_this.renderImmediateObject( camera, lights, fog, material, object );
+
+			}
+
+		}
+
+	}
+
+	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
+
+		var program = setProgram( camera, lights, fog, material, object );
+
+		_currentGeometryProgram = '';
+
+		_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;
+		var buffer = globject.buffer;
+
+		var geometry = object.geometry;
+		var material = object.material;
+
+		if ( material instanceof THREE.MeshFaceMaterial ) {
+
+			var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
+
+			material = material.materials[ materialIndex ];
+
+			globject.material = material;
+
+			if ( material.transparent ) {
+
+				transparentObjects.push( globject );
+
+			} else {
+
+				opaqueObjects.push( globject );
+
+			}
+
+		} else if ( material ) {
+
+			globject.material = material;
+
+			if ( material.transparent ) {
+
+				transparentObjects.push( globject );
+
+			} else {
+
+				opaqueObjects.push( globject );
+
+			}
+
+		}
+
+	}
+
+	function initObject( object ) {
+
+		if ( object.__webglInit === undefined ) {
+
+			object.__webglInit = true;
+			object._modelViewMatrix = new THREE.Matrix4();
+			object._normalMatrix = new THREE.Matrix3();
+
+			object.addEventListener( 'removed', onObjectRemoved );
+
+		}
+
+		var geometry = object.geometry;
+
+		if ( geometry === undefined ) {
+
+			// ImmediateRenderObject
+
+		} else if ( geometry.__webglInit === undefined ) {
+
+			geometry.__webglInit = true;
+			geometry.addEventListener( 'dispose', onGeometryDispose );
+
+			if ( geometry instanceof THREE.BufferGeometry ) {
+
+				_this.info.memory.geometries ++;
+
+			} else if ( object instanceof THREE.Mesh ) {
+
+				initGeometryGroups( object, geometry );
+
+			} else if ( object instanceof THREE.Line ) {
+
+				if ( geometry.__webglVertexBuffer === undefined ) {
+
+					createLineBuffers( geometry );
+					initLineBuffers( geometry, object );
+
+					geometry.verticesNeedUpdate = true;
+					geometry.colorsNeedUpdate = true;
+					geometry.lineDistancesNeedUpdate = true;
+
+				}
+
+			} else if ( object instanceof THREE.PointCloud ) {
+
+				if ( geometry.__webglVertexBuffer === undefined ) {
+
+					createParticleBuffers( geometry );
+					initParticleBuffers( geometry, object );
+
+					geometry.verticesNeedUpdate = true;
+					geometry.colorsNeedUpdate = true;
+
+				}
+
+			}
+
+		}
+
+		if ( object.__webglActive === undefined) {
+
+			object.__webglActive = true;
+
+			if ( object instanceof THREE.Mesh ) {
+
+				if ( geometry instanceof THREE.BufferGeometry ) {
+
+					addBuffer( _webglObjects, geometry, object );
+
+				} else if ( geometry instanceof THREE.Geometry ) {
+
+					var geometryGroupsList = geometryGroups[ geometry.id ];
+
+					for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
+
+						addBuffer( _webglObjects, geometryGroupsList[ i ], object );
+
+					}
+
+				}
+
+			} else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
+
+				addBuffer( _webglObjects, geometry, object );
+
+			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+				addBufferImmediate( _webglObjectsImmediate, object );
+
+			}
+
+		}
+
+	}
+
+	// Geometry splitting
+
+	var geometryGroups = {};
+	var geometryGroupCounter = 0;
+
+	function makeGroups( geometry, usesFaceMaterial ) {
+
+		var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
+
+		var groupHash, hash_map = {};
+
+		var numMorphTargets = geometry.morphTargets.length;
+		var numMorphNormals = geometry.morphNormals.length;
+
+		var group;
+		var groups = {};
+		var groupsList = [];
+
+		for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+			var face = geometry.faces[ f ];
+			var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
+
+			if ( ! ( materialIndex in hash_map ) ) {
+
+				hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
+
+			}
+
+			groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+			if ( ! ( groupHash in groups ) ) {
+
+				group = {
+					id: geometryGroupCounter ++,
+					faces3: [],
+					materialIndex: materialIndex,
+					vertices: 0,
+					numMorphTargets: numMorphTargets,
+					numMorphNormals: numMorphNormals
+				};
+
+				groups[ groupHash ] = group;
+				groupsList.push( group );
+
+			}
+
+			if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
+
+				hash_map[ materialIndex ].counter += 1;
+				groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+				if ( ! ( groupHash in groups ) ) {
+
+					group = {
+						id: geometryGroupCounter ++,
+						faces3: [],
+						materialIndex: materialIndex,
+						vertices: 0,
+						numMorphTargets: numMorphTargets,
+						numMorphNormals: numMorphNormals
+					};
+
+					groups[ groupHash ] = group;
+					groupsList.push( group );
+
+				}
+
+			}
+
+			groups[ groupHash ].faces3.push( f );
+			groups[ groupHash ].vertices += 3;
+
+		}
+
+		return groupsList;
+
+	}
+
+	function initGeometryGroups( object, geometry ) {
+
+		var material = object.material, addBuffers = false;
+
+		if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
+
+			delete _webglObjects[ object.id ];
+
+			geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
+
+			geometry.groupsNeedUpdate = false;
+
+		}
+
+		var geometryGroupsList = geometryGroups[ geometry.id ];
+
+		// create separate VBOs per geometry chunk
+
+		for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
+
+			var geometryGroup = geometryGroupsList[ i ];
+
+			// initialise VBO on the first access
+
+			if ( geometryGroup.__webglVertexBuffer === undefined ) {
+
+				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;
+
+				addBuffers = true;
+
+			} else {
+
+				addBuffers = false;
+
+			}
+
+			if ( addBuffers || object.__webglActive === undefined ) {
+
+				addBuffer( _webglObjects, geometryGroup, object );
+
+			}
+
+		}
+
+		object.__webglActive = true;
+
+	}
+
+	function addBuffer( objlist, buffer, object ) {
+
+		var id = object.id;
+		objlist[id] = objlist[id] || [];
+		objlist[id].push(
+			{
+				id: id,
+				buffer: buffer,
+				object: object,
+				material: null,
+				z: 0
+			}
+		);
+
+	};
+
+	function addBufferImmediate( objlist, object ) {
+
+		objlist.push(
+			{
+				id: null,
+				object: object,
+				opaque: null,
+				transparent: null,
+				z: 0
+			}
+		);
+
+	};
+
+	// Objects updates
+
+	function updateObject( object ) {
+
+		var geometry = object.geometry;
+
+		if ( geometry instanceof THREE.BufferGeometry ) {
+
+			var attributes = geometry.attributes;
+			var attributesKeys = geometry.attributesKeys;
+
+			for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
+
+				var key = attributesKeys[ i ];
+				var attribute = attributes[ key ];
+				var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
+
+				if ( attribute.buffer === undefined ) {
+
+					attribute.buffer = _gl.createBuffer();
+					_gl.bindBuffer( bufferType, attribute.buffer );
+					_gl.bufferData( bufferType, attribute.array, ( attribute instanceof THREE.DynamicBufferAttribute ) ? _gl.DYNAMIC_DRAW : _gl.STATIC_DRAW );
+
+					attribute.needsUpdate = false;
+
+				} else if ( attribute.needsUpdate === true ) {
+
+					_gl.bindBuffer( bufferType, attribute.buffer );
+
+					if ( attribute.updateRange === undefined || attribute.updateRange.count === -1 ) { // Not using update ranges
+
+						_gl.bufferSubData( bufferType, 0, attribute.array );
+
+					} else if ( attribute.updateRange.count === 0 ) {
+
+						console.error( 'THREE.Canvas3DRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
+
+					} else {
+
+						_gl.bufferSubData( bufferType, attribute.updateRange.offset * attribute.array.BYTES_PER_ELEMENT,
+										   attribute.array.subarray( attribute.updateRange.offset, attribute.updateRange.offset + attribute.updateRange.count ) );
+
+						attribute.updateRange.count = 0; // reset range
+
+					}
+
+					attribute.needsUpdate = false;
+
+				}
+
+			}
+
+		} else if ( object instanceof THREE.Mesh ) {
+
+			// check all geometry groups
+
+			if ( geometry.groupsNeedUpdate === true ) {
+
+				initGeometryGroups( object, geometry );
+
+			}
+
+			var geometryGroupsList = geometryGroups[ geometry.id ];
+
+			for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
+
+				var geometryGroup = geometryGroupsList[ i ];
+				var material = getBufferMaterial( object, geometryGroup );
+
+				var 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;
+
+            if (material.attributes) clearCustomAttributes( material );
+
+		} else if ( object instanceof THREE.Line ) {
+
+			var material = getBufferMaterial( object, geometry );
+			var 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;
+
+            if (material.attributes) clearCustomAttributes( material );
+
+		} else if ( object instanceof THREE.PointCloud ) {
+
+			var material = getBufferMaterial( object, geometry );
+			var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
+
+				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
+
+			}
+
+			geometry.verticesNeedUpdate = false;
+			geometry.colorsNeedUpdate = false;
+
+            if(material.attributes) clearCustomAttributes( material );
+
+		}
+
+	}
+
+	// Objects updates - custom attributes check
+
+	function areCustomAttributesDirty( material ) {
+
+		for ( var name in material.attributes ) {
+
+			if ( material.attributes[ name ].needsUpdate ) return true;
+
+		}
+
+		return false;
+
+	}
+
+	function clearCustomAttributes( material ) {
+
+		for ( var name in material.attributes ) {
+
+			material.attributes[ name ].needsUpdate = false;
+
+		}
+
+	}
+
+	// Objects removal
+
+	function removeObject( object ) {
+
+		if ( object instanceof THREE.Mesh  ||
+			 object instanceof THREE.PointCloud ||
+			 object instanceof THREE.Line ) {
+
+			delete _webglObjects[ object.id ];
+
+		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+			removeInstances( _webglObjectsImmediate, object );
+
+		}
+
+		delete object.__webglInit;
+		delete object._modelViewMatrix;
+		delete object._normalMatrix;
+
+		delete object.__webglActive;
+
+	}
+
+	function removeInstances( objlist, object ) {
+
+		for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+			if ( objlist[ o ].object === object ) {
+
+				objlist.splice( o, 1 );
+
+			}
+
+		}
+
+	}
+
+	// Materials
+
+	var shaderIDs = {
+		MeshDepthMaterial: 'depth',
+		MeshNormalMaterial: 'normal',
+		MeshBasicMaterial: 'basic',
+		MeshLambertMaterial: 'lambert',
+		MeshPhongMaterial: 'phong',
+		LineBasicMaterial: 'basic',
+		LineDashedMaterial: 'dashed',
+		PointCloudMaterial: 'particle_basic'
+	};
+
+	function initMaterial( material, lights, fog, object ) {
+
+		material.addEventListener( 'dispose', onMaterialDispose );
+
+		var shaderID = shaderIDs[ material.type ];
+
+		if ( shaderID ) {
+
+			var shader = THREE.ShaderLib[ shaderID ];
+
+			material.__webglShader = {
+				uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
+				vertexShader: shader.vertexShader,
+				fragmentShader: shader.fragmentShader
+			}
+
+		} else {
+
+			material.__webglShader = {
+				uniforms: material.uniforms,
+				vertexShader: material.vertexShader,
+				fragmentShader: material.fragmentShader
+			}
+
+		}
+
+		// heuristics to create shader parameters according to lights in the scene
+		// (not to blow over maxLights budget)
+
+		var maxLightCount = allocateLights( lights );
+		var maxShadows = allocateShadows( lights );
+		var maxBones = allocateBones( object );
+
+		var parameters = {
+
+			precision: _precision,
+			supportsVertexTextures: _supportsVertexTextures,
+
+			map: !! material.map,
+			envMap: !! material.envMap,
+			envMapMode: material.envMap && material.envMap.mapping,
+			lightMap: !! material.lightMap,
+			bumpMap: !! material.bumpMap,
+			normalMap: !! material.normalMap,
+			specularMap: !! material.specularMap,
+			alphaMap: !! material.alphaMap,
+
+			combine: material.combine,
+
+			vertexColors: material.vertexColors,
+
+			fog: fog,
+			useFog: material.fog,
+			fogExp: fog instanceof THREE.FogExp2,
+
+			flatShading: material.shading === THREE.FlatShading,
+
+			sizeAttenuation: material.sizeAttenuation,
+			logarithmicDepthBuffer: _logarithmicDepthBuffer,
+
+			skinning: material.skinning,
+			maxBones: maxBones,
+			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
+
+			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 && maxShadows > 0,
+			shadowMapType: _this.shadowMapType,
+			shadowMapDebug: _this.shadowMapDebug,
+			shadowMapCascade: _this.shadowMapCascade,
+
+			alphaTest: material.alphaTest,
+			metal: material.metal,
+			wrapAround: material.wrapAround,
+			doubleSided: material.side === THREE.DoubleSide,
+			flipSided: material.side === THREE.BackSide
+
+		};
+
+		// Generate code
+
+		var chunks = [];
+
+		if ( shaderID ) {
+
+			chunks.push( shaderID );
+
+		} else {
+
+			chunks.push( material.fragmentShader );
+			chunks.push( material.vertexShader );
+
+		}
+
+		if ( material.defines !== undefined ) {
+
+			for ( var name in material.defines ) {
+
+				chunks.push( name );
+				chunks.push( material.defines[ name ] );
+
+			}
+
+		}
+
+		for ( var name in parameters ) {
+
+			chunks.push( name );
+			chunks.push( parameters[ name ] );
+
+		}
+
+		var code = chunks.join();
+
+		var program;
+
+		// Check if code has been already compiled
+
+		for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
+
+			var programInfo = _programs[ p ];
+
+			if ( programInfo.code === code ) {
+
+				program = programInfo;
+				program.usedTimes ++;
+
+				break;
+
+			}
+
+		}
+
+		if ( program === undefined ) {
+
+			program = new THREE.WebGLProgram( _this, code, material, parameters );
+			_programs.push( program );
+
+			_this.info.memory.programs = _programs.length;
+
+		}
+
+		material.program = program;
+
+		var attributes = program.attributes;
+
+		if ( material.morphTargets ) {
+
+			material.numSupportedMorphTargets = 0;
+
+			var id, base = 'morphTarget';
+
+			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
+
+				id = base + i;
+
+				if ( attributes[ id ] >= 0 ) {
+
+					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 ) {
+
+					material.numSupportedMorphNormals ++;
+
+				}
+
+			}
+
+		}
+
+		material.uniformsList = [];
+
+		for ( var u in material.__webglShader.uniforms ) {
+
+			var location = material.program.uniforms[ u ];
+
+			if ( location ) {
+				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
+			}
+
+		}
+
+	}
+
+	function setMaterial( material ) {
+
+		if ( material.transparent === true ) {
+
+			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
+
+		} else {
+
+			state.setBlending( THREE.NoBlending );
+
+		}
+
+		state.setDepthTest( material.depthTest );
+		state.setDepthWrite( material.depthWrite );
+		state.setColorWrite( material.colorWrite );
+		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+	}
+
+	function setProgram( camera, lights, fog, material, object ) {
+
+		_usedTextureUnits = 0;
+
+		if ( material.needsUpdate ) {
+
+			if ( material.program ) deallocateMaterial( material );
+
+			initMaterial( material, lights, fog, object );
+			material.needsUpdate = false;
+
+		}
+
+		if ( material.morphTargets ) {
+
+			if ( ! object.__webglMorphTargetInfluences ) {
+
+				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
+
+			}
+
+		}
+
+		var refreshProgram = false;
+		var refreshMaterial = false;
+		var refreshLights = false;
+
+		var program = material.program,
+			p_uniforms = program.uniforms,
+			m_uniforms = material.__webglShader.uniforms;
+
+		if ( program.id !== _currentProgram ) {
+
+			_gl.useProgram( program.program );
+			_currentProgram = program.id;
+
+			refreshProgram = true;
+			refreshMaterial = true;
+			refreshLights = true;
+
+		}
+
+		if ( material.id !== _currentMaterialId ) {
+
+			if ( _currentMaterialId === -1 ) refreshLights = true;
+			_currentMaterialId = material.id;
+
+			refreshMaterial = true;
+
+		}
+
+		if ( refreshProgram || camera !== _currentCamera ) {
+
+			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+			if ( _logarithmicDepthBuffer ) {
+
+				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
+
+			}
+
+
+			if ( camera !== _currentCamera ) _currentCamera = camera;
+
+			// 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 ) {
+
+					_vector3.setFromMatrixPosition( camera.matrixWorld );
+					_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
+
+				}
+
+			}
+
+			if ( material instanceof THREE.MeshPhongMaterial ||
+				 material instanceof THREE.MeshLambertMaterial ||
+				 material instanceof THREE.MeshBasicMaterial ||
+				 material instanceof THREE.ShaderMaterial ||
+				 material.skinning ) {
+
+				if ( p_uniforms.viewMatrix !== null ) {
+
+					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
+
+				}
+
+			}
+
+		}
+
+		// 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 ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
+
+				_gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
+
+			}
+
+			if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
+
+				_gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
+
+			}
+
+			if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
+
+				if ( p_uniforms.boneTexture !== null ) {
+
+					var textureUnit = getTextureUnit();
+
+					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+					_this.setTexture( object.skeleton.boneTexture, textureUnit );
+
+				}
+
+				if ( p_uniforms.boneTextureWidth !== null ) {
+
+					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
+
+				}
+
+				if ( p_uniforms.boneTextureHeight !== null ) {
+
+					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
+
+				}
+
+			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
+
+				if ( p_uniforms.boneGlobalMatrices !== null ) {
+
+					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.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 ) {
+
+					refreshLights = true;
+					setupLights( lights );
+					_lightsNeedUpdate = false;
+				}
+
+				if ( refreshLights ) {
+					refreshUniformsLights( m_uniforms, _lights );
+					markUniformsLightsNeedsUpdate( m_uniforms, true );
+				} else {
+					markUniformsLightsNeedsUpdate( m_uniforms, false );
+				}
+
+			}
+
+			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.PointCloudMaterial ) {
+
+				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( material.uniformsList );
+
+		}
+
+		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;
+
+		uniforms.diffuse.value = material.color;
+
+		uniforms.map.value = material.map;
+		uniforms.lightMap.value = material.lightMap;
+		uniforms.specularMap.value = material.specularMap;
+		uniforms.alphaMap.value = material.alphaMap;
+
+		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
+		//  5. alpha 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;
+
+		} else if ( material.alphaMap ) {
+
+			uvScaleMap = material.alphaMap;
+
+		}
+
+		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;
+
+		uniforms.reflectivity.value = material.reflectivity;
+		uniforms.refractionRatio.value = material.refractionRatio;
+
+	}
+
+	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;
+
+		if ( material.map !== null ) {
+
+			var offset = material.map.offset;
+			var repeat = material.map.repeat;
+
+			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+		}
+
+	}
+
+	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;
+
+		uniforms.emissive.value = material.emissive;
+		uniforms.specular.value = material.specular;
+
+		if ( material.wrapAround ) {
+
+			uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+		}
+
+	}
+
+	function refreshUniformsLambert ( uniforms, material ) {
+
+		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.pointLightDecay.value = lights.point.decays;
+
+		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.spotLightDecay.value = lights.spot.decays;
+
+		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
+		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
+		uniforms.hemisphereLightDirection.value = lights.hemi.positions;
+
+	}
+
+	// If uniforms are marked as clean, they don't need to be loaded to the GPU.
+
+	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
+
+		uniforms.ambientLightColor.needsUpdate = value;
+
+		uniforms.directionalLightColor.needsUpdate = value;
+		uniforms.directionalLightDirection.needsUpdate = value;
+
+		uniforms.pointLightColor.needsUpdate = value;
+		uniforms.pointLightPosition.needsUpdate = value;
+		uniforms.pointLightDistance.needsUpdate = value;
+		uniforms.pointLightDecay.needsUpdate = value;
+
+		uniforms.spotLightColor.needsUpdate = value;
+		uniforms.spotLightPosition.needsUpdate = value;
+		uniforms.spotLightDistance.needsUpdate = value;
+		uniforms.spotLightDirection.needsUpdate = value;
+		uniforms.spotLightAngleCos.needsUpdate = value;
+		uniforms.spotLightExponent.needsUpdate = value;
+		uniforms.spotLightDecay.needsUpdate = value;
+
+		uniforms.hemisphereLightSkyColor.needsUpdate = value;
+		uniforms.hemisphereLightGroundColor.needsUpdate = value;
+		uniforms.hemisphereLightDirection.needsUpdate = value;
+
+	}
+
+	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 ) {
+
+			THREE.warn( 'Canvas3DRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
+
+		}
+
+		_usedTextureUnits += 1;
+
+		return textureUnit;
+
+	}
+
+	function loadUniformsGeneric ( uniforms ) {
+
+		var texture, textureUnit, offset;
+
+		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
+
+			var uniform = uniforms[ j ][ 0 ];
+
+			// needsUpdate property is not added to all uniforms.
+			if ( uniform.needsUpdate === false ) continue;
+
+			var type = uniform.type;
+			var value = uniform.value;
+			var location = uniforms[ j ][ 1 ];
+
+			switch ( type ) {
+
+				case '1i':
+					_gl.uniform1i( location, value );
+					break;
+
+				case '1f':
+					_gl.uniform1f( location, value );
+					break;
+
+				case '2f':
+					_gl.uniform2f( location, value[ 0 ], value[ 1 ] );
+					break;
+
+				case '3f':
+					_gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
+					break;
+
+				case '4f':
+					_gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
+					break;
+
+				case '1iv':
+					_gl.uniform1iv( location, value );
+					break;
+
+				case '3iv':
+					_gl.uniform3iv( location, value );
+					break;
+
+				case '1fv':
+					_gl.uniform1fv( location, value );
+					break;
+
+				case '2fv':
+					_gl.uniform2fv( location, value );
+					break;
+
+				case '3fv':
+					_gl.uniform3fv( location, value );
+					break;
+
+				case '4fv':
+					_gl.uniform4fv( location, value );
+					break;
+
+				case 'Matrix3fv':
+					_gl.uniformMatrix3fv( location, false, value );
+					break;
+
+				case 'Matrix4fv':
+					_gl.uniformMatrix4fv( location, false, value );
+					break;
+
+				//
+
+				case 'i':
+
+					// single integer
+					_gl.uniform1i( location, value );
+
+					break;
+
+				case 'f':
+
+					// single float
+					_gl.uniform1f( location, value );
+
+					break;
+
+				case 'v2':
+
+					// single THREE.Vector2
+					_gl.uniform2f( location, value.x, value.y );
+
+					break;
+
+				case 'v3':
+
+					// single THREE.Vector3
+					_gl.uniform3f( location, value.x, value.y, value.z );
+
+					break;
+
+				case 'v4':
+
+					// single THREE.Vector4
+					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
+
+					break;
+
+				case 'c':
+
+					// single THREE.Color
+					_gl.uniform3f( location, value.r, value.g, value.b );
+
+					break;
+
+				case 'iv1':
+
+					// flat array of integers (JS or typed array)
+					_gl.uniform1iv( location, value );
+
+					break;
+
+				case 'iv':
+
+					// flat array of integers with 3 x N size (JS or typed array)
+					_gl.uniform3iv( location, value );
+
+					break;
+
+				case 'fv1':
+
+					// flat array of floats (JS or typed array)
+					_gl.uniform1fv( location, value );
+
+					break;
+
+				case 'fv':
+
+					// flat array of floats with 3 x N size (JS or typed array)
+					_gl.uniform3fv( location, value );
+
+					break;
+
+				case 'v2v':
+
+					// array of THREE.Vector2
+
+					if ( uniform._array === undefined ) {
+
+						uniform._array = new Float32Array( 2 * value.length );
+
+					}
+
+					for ( var 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 );
+
+					break;
+
+				case 'v3v':
+
+					// array of THREE.Vector3
+
+					if ( uniform._array === undefined ) {
+
+						uniform._array = new Float32Array( 3 * value.length );
+
+					}
+
+					for ( var 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 );
+
+					break;
+
+				case 'v4v':
+
+					// array of THREE.Vector4
+
+					if ( uniform._array === undefined ) {
+
+						uniform._array = new Float32Array( 4 * value.length );
+
+					}
+
+					for ( var 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 );
+
+					break;
+
+				case 'm3':
+
+					// single THREE.Matrix3
+					_gl.uniformMatrix3fv( location, false, value.elements );
+
+					break;
+
+				case 'm3v':
+
+					// array of THREE.Matrix3
+
+					if ( uniform._array === undefined ) {
+
+						uniform._array = new Float32Array( 9 * value.length );
+
+					}
+
+					for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
+
+					}
+
+					_gl.uniformMatrix3fv( location, false, uniform._array );
+
+					break;
+
+				case 'm4':
+
+					// single THREE.Matrix4
+					_gl.uniformMatrix4fv( location, false, value.elements );
+
+					break;
+
+				case 'm4v':
+
+					// array of THREE.Matrix4
+
+					if ( uniform._array === undefined ) {
+
+						uniform._array = new Float32Array( 16 * value.length );
+
+					}
+
+					for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+						value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
+
+					}
+
+					_gl.uniformMatrix4fv( location, false, uniform._array );
+
+					break;
+
+				case 't':
+
+					// single THREE.Texture (2d or cube)
+
+					texture = value;
+					textureUnit = getTextureUnit();
+
+					_gl.uniform1i( location, textureUnit );
+
+					if ( ! texture ) continue;
+
+					if ( texture instanceof THREE.CubeTexture ||
+					   ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
+
+						setCubeTexture( texture, textureUnit );
+
+					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+						setCubeTextureDynamic( texture, textureUnit );
+
+					} else {
+
+						_this.setTexture( texture, textureUnit );
+
+					}
+
+					break;
+
+				case 'tv':
+
+					// array of THREE.Texture (2d)
+
+					if ( uniform._array === undefined ) {
+
+						uniform._array = [];
+
+					}
+
+					for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+						uniform._array[ i ] = getTextureUnit();
+
+					}
+
+					_gl.uniform1iv( location, uniform._array );
+
+					for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+						texture = uniform.value[ i ];
+						textureUnit = uniform._array[ i ];
+
+						if ( ! texture ) continue;
+
+						_this.setTexture( texture, textureUnit );
+
+					}
+
+					break;
+
+				default:
+
+					THREE.warn( 'THREE.Canvas3DRenderer: Unknown uniform type: ' + type );
+
+			}
+
+		}
+
+	}
+
+	function setupMatrices ( object, camera ) {
+
+		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
+
+	}
+
+	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 ( lights ) {
+
+		var l, ll, light,
+		r = 0, g = 0, b = 0,
+		color, skyColor, groundColor,
+		intensity,
+		distance,
+
+		zlights = _lights,
+
+		dirColors = zlights.directional.colors,
+		dirPositions = zlights.directional.positions,
+
+		pointColors = zlights.point.colors,
+		pointPositions = zlights.point.positions,
+		pointDistances = zlights.point.distances,
+		pointDecays = zlights.point.decays,
+
+		spotColors = zlights.spot.colors,
+		spotPositions = zlights.spot.positions,
+		spotDistances = zlights.spot.distances,
+		spotDirections = zlights.spot.directions,
+		spotAnglesCos = zlights.spot.anglesCos,
+		spotExponents = zlights.spot.exponents,
+		spotDecays = zlights.spot.decays,
+
+		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;
+
+				r += color.r;
+				g += color.g;
+				b += color.b;
+
+			} else if ( light instanceof THREE.DirectionalLight ) {
+
+				dirCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				_direction.setFromMatrixPosition( light.matrixWorld );
+				_vector3.setFromMatrixPosition( light.target.matrixWorld );
+				_direction.sub( _vector3 );
+				_direction.normalize();
+
+				dirOffset = dirLength * 3;
+
+				dirPositions[ dirOffset ]     = _direction.x;
+				dirPositions[ dirOffset + 1 ] = _direction.y;
+				dirPositions[ dirOffset + 2 ] = _direction.z;
+
+				setColorLinear( dirColors, dirOffset, color, intensity );
+
+				dirLength += 1;
+
+			} else if ( light instanceof THREE.PointLight ) {
+
+				pointCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				pointOffset = pointLength * 3;
+
+				setColorLinear( pointColors, pointOffset, color, intensity );
+
+				_vector3.setFromMatrixPosition( light.matrixWorld );
+
+				pointPositions[ pointOffset ]     = _vector3.x;
+				pointPositions[ pointOffset + 1 ] = _vector3.y;
+				pointPositions[ pointOffset + 2 ] = _vector3.z;
+
+				// distance is 0 if decay is 0, because there is no attenuation at all.
+				pointDistances[ pointLength ] = distance;
+				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
+
+				pointLength += 1;
+
+			} else if ( light instanceof THREE.SpotLight ) {
+
+				spotCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				spotOffset = spotLength * 3;
+
+				setColorLinear( spotColors, spotOffset, color, intensity );
+
+				_direction.setFromMatrixPosition( light.matrixWorld );
+
+				spotPositions[ spotOffset ]     = _direction.x;
+				spotPositions[ spotOffset + 1 ] = _direction.y;
+				spotPositions[ spotOffset + 2 ] = _direction.z;
+
+				spotDistances[ spotLength ] = distance;
+
+				_vector3.setFromMatrixPosition( light.target.matrixWorld );
+				_direction.sub( _vector3 );
+				_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;
+				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
+
+				spotLength += 1;
+
+			} else if ( light instanceof THREE.HemisphereLight ) {
+
+				hemiCount += 1;
+
+				if ( ! light.visible ) continue;
+
+				_direction.setFromMatrixPosition( light.matrixWorld );
+				_direction.normalize();
+
+				hemiOffset = hemiLength * 3;
+
+				hemiPositions[ hemiOffset ]     = _direction.x;
+				hemiPositions[ hemiOffset + 1 ] = _direction.y;
+				hemiPositions[ hemiOffset + 2 ] = _direction.z;
+
+				skyColor = light.color;
+				groundColor = light.groundColor;
+
+				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
+				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
+
+				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 = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
+		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ 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;
+
+		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, frontFaceDirection ) {
+
+		if ( cullFace === THREE.CullFaceNone ) {
+
+			_gl.disable( _gl.CULL_FACE );
+
+		} else {
+
+			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
+
+				_gl.frontFace( _gl.CW );
+
+			} else {
+
+				_gl.frontFace( _gl.CCW );
+
+			}
+
+			if ( cullFace === THREE.CullFaceBack ) {
+
+				_gl.cullFace( _gl.BACK );
+
+			} else if ( cullFace === THREE.CullFaceFront ) {
+
+				_gl.cullFace( _gl.FRONT );
+
+			} else {
+
+				_gl.cullFace( _gl.FRONT_AND_BACK );
+
+			}
+
+			_gl.enable( _gl.CULL_FACE );
+
+		}
+
+	};
+
+	this.setMaterialFaces = function ( material ) {
+
+		state.setDoubleSided( material.side === THREE.DoubleSide );
+		state.setFlipSided( material.side === THREE.BackSide );
+
+	};
+
+	// Textures
+
+	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
+
+		var extension;
+
+		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 );
+
+			if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
+
+				THREE.warn( 'THREE.Canvas3DRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
+
+			}
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
+
+			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
+
+				THREE.warn( 'THREE.Canvas3DRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
+
+			}
+
+		}
+
+		extension = extensions.get( 'EXT_texture_filter_anisotropic' );
+
+		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
+
+			if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
+
+				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
+				texture.__currentAnisotropy = texture.anisotropy;
+
+			}
+
+		}
+
+	}
+
+	this.uploadTexture = function ( texture ) {
+
+		if ( texture.__webglInit === undefined ) {
+
+			texture.__webglInit = true;
+
+			texture.addEventListener( 'dispose', onTextureDispose );
+
+			texture.__webglTexture = _gl.createTexture();
+
+			_this.info.memory.textures ++;
+
+		}
+
+		_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 );
+		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
+
+		texture.image = clampToMaxSize( texture.image, _maxTextureSize );
+
+		var image = texture.image,
+		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
+		glFormat = paramThreeToGL( texture.format ),
+		glType = paramThreeToGL( texture.type );
+
+		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
+
+		var mipmap, mipmaps = texture.mipmaps;
+
+		if ( texture instanceof THREE.DataTexture ) {
+
+			// use manually created mipmaps if available
+			// if there are no manual mipmaps
+			// set 0 level mipmap and then use GL to generate other mipmap levels
+
+			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+					mipmap = mipmaps[ i ];
+					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+				}
+
+				texture.generateMipmaps = false;
+
+			} else {
+
+				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
+
+			}
+
+		} else if ( texture instanceof THREE.CompressedTexture ) {
+
+			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+				mipmap = mipmaps[ i ];
+
+				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
+
+					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
+
+						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+					} else {
+
+						THREE.warn( "THREE.Canvas3DRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
+
+					}
+
+				} else {
+
+					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+				}
+
+			}
+
+		} else { // regular Texture (image, video, canvas)
+
+			// use manually created mipmaps if available
+			// if there are no manual mipmaps
+			// set 0 level mipmap and then use GL to generate other mipmap levels
+
+			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+					mipmap = mipmaps[ i ];
+					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
+
+				}
+
+				texture.generateMipmaps = false;
+
+			} else {
+
+				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image.texImage() );
+
+			}
+
+		}
+
+		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+		texture.needsUpdate = false;
+
+		if ( texture.onUpdate ) texture.onUpdate();
+
+	};
+
+	this.setTexture = function ( texture, slot ) {
+
+		_gl.activeTexture( _gl.TEXTURE0 + slot );
+
+		if ( texture.needsUpdate ) {
+
+			_this.uploadTexture( texture );
+
+		} else {
+
+			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+		}
+
+	};
+
+	function clampToMaxSize ( image, maxSize ) {
+
+		if ( image.width > maxSize || image.height > maxSize ) {
+
+			// Warning: Scaling through the canvas will only work with images that use
+			// premultiplied alpha.
+
+			var scale = maxSize / Math.max( image.width, image.height );
+
+			var canvasWidth = Math.floor( image.width * scale );
+			var canvasHeight = Math.floor( image.height * scale );
+			var canvas = image.resize( canvasWidth, canvasHeight );
+
+
+			THREE.warn( 'THREE.Canvas3DRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvasWidth + 'x' + canvasHeight, image );
+
+			return canvas;
+
+		}
+
+		return image;
+
+	}
+
+	function setCubeTexture ( texture, slot ) {
+
+		if ( texture.image.length === 6 ) {
+
+			if ( texture.needsUpdate ) {
+
+				if ( ! texture.image.__webglTextureCube ) {
+
+					texture.addEventListener( 'dispose', onTextureDispose );
+
+					texture.image.__webglTextureCube = _gl.createTexture();
+
+					_this.info.memory.textures ++;
+
+				}
+
+				_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 isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
+
+				var cubeImage = [];
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
+
+						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
+
+					} else {
+
+						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
+
+					}
+
+				}
+
+				var image = cubeImage[ 0 ],
+				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.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 ) {
+
+						if ( isDataTexture ) {
+
+							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
+
+						} else {
+
+							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ].texImage() );
+
+						}
+
+					} else {
+
+						var mipmap, mipmaps = cubeImage[ i ].mipmaps;
+
+						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+
+							mipmap = mipmaps[ j ];
+
+							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
+
+								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
+
+									_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+								} else {
+
+									THREE.warn( "THREE.Canvas3DRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
+
+								}
+
+							} else {
+
+								_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+							}
+
+						}
+
+					}
+
+				}
+
+				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 === undefined ) {
+
+			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
+			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
+
+			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
+
+			renderTarget.__webglTexture = _gl.createTexture();
+
+			_this.info.memory.textures ++;
+
+			// Setup texture, create render and frame buffers
+
+			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.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();
+
+				if ( renderTarget.shareDepthFrom ) {
+
+					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
+
+				} else {
+
+					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 );
+
+				if ( renderTarget.shareDepthFrom ) {
+
+					if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+					} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+					}
+
+				} else {
+
+					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;
+
+	};
+
+	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
+
+		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
+
+			console.error( 'THREE.Canvas3DRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
+			return;
+
+		}
+
+		if ( renderTarget.__webglFramebuffer ) {
+
+			if ( renderTarget.format !== THREE.RGBAFormat ) {
+
+				console.error( 'THREE.Canvas3DRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
+				return;
+
+			}
+
+			var restore = false;
+
+			if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
+
+				_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
+
+				restore = true;
+
+			}
+
+			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
+
+				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
+
+			} else {
+
+				console.error( 'THREE.Canvas3DRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
+
+			}
+
+			if ( restore ) {
+
+				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
+
+			}
+
+		}
+
+	};
+
+	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 ) {
+
+		var extension;
+
+		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;
+
+		extension = extensions.get( 'OES_texture_half_float' );
+
+		if ( extension !== null ) {
+
+			if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
+
+		}
+
+		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;
+
+		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
+
+		if ( extension !== null ) {
+
+			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
+			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
+			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
+			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
+
+		}
+
+		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
+
+		if ( extension !== null ) {
+
+			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+
+		}
+
+		extension = extensions.get( 'EXT_blend_minmax' );
+
+		if ( extension !== null ) {
+
+			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
+			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
+
+		}
+
+		return 0;
+
+	}
+
+	// Allocations
+
+	function allocateBones ( object ) {
+
+		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.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.skeleton.bones.length, maxBones );
+
+				if ( maxBones < object.skeleton.bones.length ) {
+
+					THREE.warn( 'Canvas3DRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
+
+				}
+
+			}
+
+			return maxBones;
+
+		}
+
+	}
+
+	function allocateLights( lights ) {
+
+		var dirLights = 0;
+		var pointLights = 0;
+		var spotLights = 0;
+		var hemiLights = 0;
+
+		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
+
+			var light = lights[ l ];
+
+			if ( light.onlyShadow || light.visible === false ) 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 maxShadows = 0;
+
+		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
+
+			var light = lights[ l ];
+
+			if ( ! light.castShadow ) continue;
+
+			if ( light instanceof THREE.SpotLight ) maxShadows ++;
+			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
+
+		}
+
+		return maxShadows;
+
+	}
+
+	// DEPRECATED
+
+	this.initMaterial = function () {
+
+		THREE.warn( 'THREE.Canvas3DRenderer: .initMaterial() has been removed.' );
+
+	};
+
+	this.addPrePlugin = function () {
+
+		THREE.warn( 'THREE.Canvas3DRenderer: .addPrePlugin() has been removed.' );
+
+	};
+
+	this.addPostPlugin = function () {
+
+		THREE.warn( 'THREE.Canvas3DRenderer: .addPostPlugin() has been removed.' );
+
+	};
+
+	this.updateShadowMap = function () {
+
+		THREE.warn( 'THREE.Canvas3DRenderer: .updateShadowMap() has been removed.' );
+
+	};
+
+};
+
+// File:src/Three.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+function THREE() {};
+
+THREE.REVISION = '71'
+
+// browserify support
+
+//if ( typeof module === 'object' ) {
+
+//	module.exports = THREE;
+
+//}
+
+// polyfills
+
+if ( Math.sign === undefined ) {
+
+	// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
+
+	Math.sign = function ( x ) {
+
+		return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : +x;
+
+	};
+
+}
+
+
+// set the default log handlers
+THREE.log = function() { console.log.apply( console, arguments ); }
+THREE.warn = function() { console.warn.apply( console, arguments ); }
+THREE.error = function() { console.error.apply( console, arguments ); }
+
+
+// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
+
+THREE.MOUSE = { LEFT: Qt.LeftButton, MIDDLE: Qt.MiddleButton, RIGHT: Qt.RightButton };
+
+// GL STATE CONSTANTS
+
+THREE.CullFaceNone = 0;
+THREE.CullFaceBack = 1;
+THREE.CullFaceFront = 2;
+THREE.CullFaceFrontBack = 3;
+
+THREE.FrontFaceDirectionCW = 0;
+THREE.FrontFaceDirectionCCW = 1;
+
+// SHADOWING TYPES
+
+THREE.BasicShadowMap = 0;
+THREE.PCFShadowMap = 1;
+THREE.PCFSoftShadowMap = 2;
+
+// 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;
+THREE.MinEquation = 103;
+THREE.MaxEquation = 104;
+
+// 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 = 300;
+
+THREE.CubeReflectionMapping = 301;
+THREE.CubeRefractionMapping = 302;
+
+THREE.EquirectangularReflectionMapping = 303;
+THREE.EquirectangularRefractionMapping = 304;
+
+THREE.SphericalReflectionMapping = 305;
+
+// 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;
+THREE.HalfFloatType = 1025;
+
+// 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;
+// THREE.RGBEFormat handled as THREE.RGBAFormat in shaders
+THREE.RGBEFormat = THREE.RGBAFormat; //1024;
+
+// DDS / ST3C 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;
+
+
+// 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;
+
+
+// DEPRECATED
+
+THREE.Projector = function () {
+
+	THREE.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
+
+	this.projectVector = function ( vector, camera ) {
+
+		THREE.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
+		vector.project( camera );
+
+	};
+
+	this.unprojectVector = function ( vector, camera ) {
+
+		THREE.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
+		vector.unproject( camera );
+
+	};
+
+	this.pickingRay = function ( vector, camera ) {
+
+		THREE.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
+
+	};
+
+};
+
+THREE.CanvasRenderer = function () {
+
+	THREE.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
+
+	this.domElement = document.createElement( 'canvas' );
+	this.clear = function () {};
+	this.render = function () {};
+	this.setClearColor = function () {};
+	this.setSize = function () {};
+
+};
+
+// File:src/math/Color.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Color = function ( color ) {
+
+	if ( arguments.length === 3 ) {
+
+		return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
+
+	}
+
+	return this.set( color )
+
+};
+
+THREE.Color.prototype = {
+
+	constructor: THREE.Color,
+
+	r: 1, g: 1, b: 1,
+
+	set: function ( value ) {
+
+		if ( value instanceof THREE.Color ) {
+
+			this.copy( value );
+
+		} else if ( typeof value === 'number' ) {
+
+			this.setHex( value );
+
+		} else if ( typeof value === 'string' ) {
+
+			this.setStyle( value );
+
+		}
+
+		return this;
+
+	},
+
+	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;
+
+	},
+
+	setRGB: function ( r, g, b ) {
+
+		this.r = r;
+		this.g = g;
+		this.b = b;
+
+		return this;
+
+	},
+
+	setHSL: function ( h, s, l ) {
+
+		// h,s,l ranges are in 0.0 - 1.0
+
+		if ( s === 0 ) {
+
+			this.r = this.g = this.b = l;
+
+		} else {
+
+			var hue2rgb = function ( p, q, t ) {
+
+				if ( t < 0 ) t += 1;
+				if ( t > 1 ) t -= 1;
+				if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
+				if ( t < 1 / 2 ) return q;
+				if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
+				return p;
+
+			};
+
+			var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
+			var q = ( 2 * l ) - p;
+
+			this.r = hue2rgb( q, p, h + 1 / 3 );
+			this.g = hue2rgb( q, p, h );
+			this.b = hue2rgb( q, p, h - 1 / 3 );
+
+		}
+
+		return this;
+
+	},
+
+	setStyle: function ( style ) {
+
+		// rgb(255,0,0)
+
+		if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
+
+			var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
+
+			this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
+			this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
+			this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
+
+			return this;
+
+		}
+
+		// rgb(100%,0%,0%)
+
+		if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
+
+			var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
+
+			this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+			this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+			this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
+
+			return this;
+
+		}
+
+		// #ff0000
+
+		if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
+
+			var color = /^\#([0-9a-f]{6})$/i.exec( style );
+
+			this.setHex( parseInt( color[ 1 ], 16 ) );
+
+			return this;
+
+		}
+
+		// #f00
+
+		if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
+
+			var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
+
+			this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
+
+			return this;
+
+		}
+
+		// red
+
+		if ( /^(\w+)$/i.test( style ) ) {
+
+			this.setHex( THREE.ColorKeywords[ style ] );
+
+			return this;
+
+		}
+
+
+	},
+
+	copy: function ( color ) {
+
+		this.r = color.r;
+		this.g = color.g;
+		this.b = color.b;
+
+		return this;
+
+	},
+
+	copyGammaToLinear: function ( color, gammaFactor ) {
+
+		if ( gammaFactor === undefined ) gammaFactor = 2.0;
+
+		this.r = Math.pow( color.r, gammaFactor );
+		this.g = Math.pow( color.g, gammaFactor );
+		this.b = Math.pow( color.b, gammaFactor );
+
+		return this;
+
+	},
+
+	copyLinearToGamma: function ( color, gammaFactor ) {
+
+		if ( gammaFactor === undefined ) gammaFactor = 2.0;
+
+		var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
+
+		this.r = Math.pow( color.r, safeInverse );
+		this.g = Math.pow( color.g, safeInverse );
+		this.b = Math.pow( color.b, safeInverse );
+
+		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;
+
+	},
+
+	getHex: function () {
+
+		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+
+	},
+
+	getHexString: function () {
+
+		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+
+	},
+
+	getHSL: function ( optionalTarget ) {
+
+		// h,s,l ranges are in 0.0 - 1.0
+
+		var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
+
+		var r = this.r, g = this.g, b = this.b;
+
+		var max = Math.max( r, g, b );
+		var min = Math.min( r, g, b );
+
+		var hue, saturation;
+		var lightness = ( min + max ) / 2.0;
+
+		if ( min === max ) {
+
+			hue = 0;
+			saturation = 0;
+
+		} else {
+
+			var delta = max - min;
+
+			saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
+
+			switch ( max ) {
+
+				case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
+				case g: hue = ( b - r ) / delta + 2; break;
+				case b: hue = ( r - g ) / delta + 4; break;
+
+			}
+
+			hue /= 6;
+
+		}
+
+		hsl.h = hue;
+		hsl.s = saturation;
+		hsl.l = lightness;
+
+		return hsl;
+
+	},
+
+	getStyle: function () {
+
+		return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+	},
+
+	offsetHSL: function ( h, s, l ) {
+
+		var hsl = this.getHSL();
+
+		hsl.h += h; hsl.s += s; hsl.l += l;
+
+		this.setHSL( hsl.h, hsl.s, hsl.l );
+
+		return this;
+
+	},
+
+	add: function ( color ) {
+
+		this.r += color.r;
+		this.g += color.g;
+		this.b += color.b;
+
+		return this;
+
+	},
+
+	addColors: function ( color1, color2 ) {
+
+		this.r = color1.r + color2.r;
+		this.g = color1.g + color2.g;
+		this.b = color1.b + color2.b;
+
+		return this;
+
+	},
+
+	addScalar: function ( s ) {
+
+		this.r += s;
+		this.g += s;
+		this.b += s;
+
+		return this;
+
+	},
+
+	multiply: function ( color ) {
+
+		this.r *= color.r;
+		this.g *= color.g;
+		this.b *= color.b;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		this.r *= s;
+		this.g *= s;
+		this.b *= s;
+
+		return this;
+
+	},
+
+	lerp: 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;
+
+	},
+
+	equals: function ( c ) {
+
+		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+
+	},
+
+	fromArray: function ( array ) {
+
+		this.r = array[ 0 ];
+		this.g = array[ 1 ];
+		this.b = array[ 2 ];
+
+		return this;
+
+	},
+
+	toArray: function ( array, offset ) {
+
+		if ( array === undefined ) array = [];
+		if ( offset === undefined ) offset = 0;
+
+		array[ offset ] = this.r;
+		array[ offset + 1 ] = this.g;
+		array[ offset + 2 ] = this.b;
+
+		return array;
+	},
+
+	clone: function () {
+
+		return new THREE.Color().setRGB( this.r, this.g, this.b );
+
+	}
+
+};
+
+THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
+'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
+'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
+'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
+'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
+'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
+'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
+'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
+'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
+'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
+'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
+'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
+'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
+'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
+'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
+'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
+'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
+'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
+'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
+'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
+'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
+'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
+'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
+'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
+
+// File:src/math/Quaternion.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+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;
+
+    this.__defineGetter__("x", function(){
+        return this._x;
+    });
+    this.__defineSetter__("x", function(value){
+        this._x = value;
+		this.onChangeCallback();
+    });
+    this.__defineGetter__("y", function(){
+        return this._y;
+    });
+    this.__defineSetter__("y", function(value){
+        this._y = value;
+		this.onChangeCallback();
+    });
+    this.__defineGetter__("z", function(){
+        return this._z;
+    });
+    this.__defineSetter__("z", function(value){
+        this._z = value;
+		this.onChangeCallback();
+    });
+    this.__defineGetter__("w", function(){
+        return this._w;
+    });
+    this.__defineSetter__("w", function(value){
+        this._w = value;
+		this.onChangeCallback();
+    });
+};
+
+THREE.Quaternion.prototype = {
+
+	constructor: THREE.Quaternion,
+
+	_x: 0,_y: 0, _z: 0, _w: 0,
+
+	set: function ( x, y, z, w ) {
+
+		this._x = x;
+		this._y = y;
+		this._z = z;
+		this._w = w;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	copy: function ( quaternion ) {
+
+		this._x = quaternion.x;
+		this._y = quaternion.y;
+		this._z = quaternion.z;
+		this._w = quaternion.w;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromEuler: function ( euler, update ) {
+
+		if ( euler instanceof THREE.Euler === false ) {
+
+			throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and 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( euler._x / 2 );
+		var c2 = Math.cos( euler._y / 2 );
+		var c3 = Math.cos( euler._z / 2 );
+		var s1 = Math.sin( euler._x / 2 );
+		var s2 = Math.sin( euler._y / 2 );
+		var s3 = Math.sin( euler._z / 2 );
+
+		if ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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;
+
+		}
+
+		if ( update !== false ) this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromAxisAngle: function ( axis, angle ) {
+
+		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+
+		// assumes axis is 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 );
+
+		this.onChangeCallback();
+
+		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;
+
+		}
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromUnitVectors: function () {
+
+		// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
+
+		// assumes direction vectors vFrom and vTo are normalized
+
+		var v1, r;
+
+		var EPS = 0.000001;
+
+		return function ( vFrom, vTo ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			r = vFrom.dot( vTo ) + 1;
+
+			if ( r < EPS ) {
+
+				r = 0;
+
+				if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
+
+					v1.set( - vFrom.y, vFrom.x, 0 );
+
+				} else {
+
+					v1.set( 0, - vFrom.z, vFrom.y );
+
+				}
+
+			} else {
+
+				v1.crossVectors( vFrom, vTo );
+
+			}
+
+			this._x = v1.x;
+			this._y = v1.y;
+			this._z = v1.z;
+			this._w = r;
+
+			this.normalize();
+
+			return this;
+
+		}
+
+	}(),
+
+	inverse: function () {
+
+		this.conjugate().normalize();
+
+		return this;
+
+	},
+
+	conjugate: function () {
+
+		this._x *= - 1;
+		this._y *= - 1;
+		this._z *= - 1;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	dot: function ( v ) {
+
+		return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
+
+	},
+
+	lengthSq: function () {
+
+		return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
+
+	},
+
+	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 = this.length();
+
+		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;
+
+		}
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	multiply: function ( q, p ) {
+
+		if ( p !== undefined ) {
+
+			THREE.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
+			return this.multiplyQuaternions( q, p );
+
+		}
+
+		return this.multiplyQuaternions( this, q );
+
+	},
+
+	multiplyQuaternions: 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;
+		var 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;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	multiplyVector3: function ( vector ) {
+
+		THREE.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
+		return vector.applyQuaternion( this );
+
+	},
+
+	slerp: function ( qb, t ) {
+
+		if ( t === 0 ) return this;
+		if ( t === 1 ) return this.copy( qb );
+
+		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 );
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	equals: function ( quaternion ) {
+
+		return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
+
+	},
+
+	fromArray: function ( array, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		this._x = array[ offset ];
+		this._y = array[ offset + 1 ];
+		this._z = array[ offset + 2 ];
+		this._w = array[ offset + 3 ];
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	toArray: function ( array, offset ) {
+
+		if ( array === undefined ) array = [];
+		if ( offset === undefined ) offset = 0;
+
+		array[ offset ] = this._x;
+		array[ offset + 1 ] = this._y;
+		array[ offset + 2 ] = this._z;
+		array[ offset + 3 ] = this._w;
+
+		return array;
+
+	},
+
+	onChange: function ( callback ) {
+
+		this.onChangeCallback = callback;
+
+		return this;
+
+	},
+
+	onChangeCallback: function () {},
+
+	clone: function () {
+
+		return new THREE.Quaternion( this._x, this._y, this._z, this._w );
+
+	}
+
+};
+
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
+
+	return qm.copy( qa ).slerp( qb, t );
+
+}
+
+// File:src/math/Vector2.js
+
+/**
+ * @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;
+
+	},
+
+	setX: function ( x ) {
+
+		this.x = x;
+
+		return this;
+
+	},
+
+	setY: function ( y ) {
+
+		this.y = y;
+
+		return this;
+
+	},
+
+	setComponent: function ( index, value ) {
+
+		switch ( index ) {
+
+			case 0: this.x = value; break;
+			case 1: this.y = value; break;
+			default: throw new Error( 'index is out of range: ' + index );
+
+		}
+
+	},
+
+	getComponent: function ( index ) {
+
+		switch ( index ) {
+
+			case 0: return this.x;
+			case 1: return this.y;
+			default: throw new Error( 'index is out of range: ' + index );
+
+		}
+
+	},
+
+	copy: function ( v ) {
+
+		this.x = v.x;
+		this.y = v.y;
+
+		return this;
+
+	},
+
+	add: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			THREE.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+			return this.addVectors( v, w );
+
+		}
+
+		this.x += v.x;
+		this.y += v.y;
+
+		return this;
+
+	},
+
+	addScalar: function ( s ) {
+
+		this.x += s;
+		this.y += s;
+
+		return this;
+
+	},
+
+	addVectors: function ( a, b ) {
+
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+
+		return this;
+
+	},
+
+	sub: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			THREE.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+			return this.subVectors( v, w );
+
+		}
+
+		this.x -= v.x;
+		this.y -= v.y;
+
+		return this;
+
+	},
+
+	subScalar: function ( s ) {
+
+		this.x -= s;
+		this.y -= s;
+
+		return this;
+
+	},
+
+	subVectors: function ( a, b ) {
+
+		this.x = a.x - b.x;
+		this.y = a.y - b.y;
+
+		return this;
+
+	},
+
+	multiply: function ( v ) {
+
+		this.x *= v.x;
+		this.y *= v.y;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+
+		return this;
+
+	},
+
+	divide: function ( v ) {
+
+		this.x /= v.x;
+		this.y /= v.y;
+
+		return this;
+
+	},
+
+	divideScalar: function ( scalar ) {
+
+		if ( scalar !== 0 ) {
+
+			var invScalar = 1 / scalar;
+
+			this.x *= invScalar;
+			this.y *= invScalar;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+
+		}
+
+		return this;
+
+	},
+
+	min: function ( v ) {
+
+		if ( this.x > v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y > v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		return this;
+
+	},
+
+	max: function ( v ) {
+
+		if ( this.x < v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y < v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		return this;
+
+	},
+
+	clamp: function ( min, max ) {
+
+		// This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+		if ( this.x < min.x ) {
+
+			this.x = min.x;
+
+		} else if ( this.x > max.x ) {
+
+			this.x = max.x;
+
+		}
+
+		if ( this.y < min.y ) {
+
+			this.y = min.y;
+
+		} else if ( this.y > max.y ) {
+
+			this.y = max.y;
+
+		}
+
+		return this;
+	},
+
+	clampScalar: ( function () {
+
+		var min, max;
+
+		return function ( minVal, maxVal ) {
+
+			if ( min === undefined ) {
+
+				min = new THREE.Vector2();
+				max = new THREE.Vector2();
+
+			}
+
+			min.set( minVal, minVal );
+			max.set( maxVal, maxVal );
+
+			return this.clamp( min, max );
+
+		};
+
+	} )(),
+
+	floor: function () {
+
+		this.x = Math.floor( this.x );
+		this.y = Math.floor( this.y );
+
+		return this;
+
+	},
+
+	ceil: function () {
+
+		this.x = Math.ceil( this.x );
+		this.y = Math.ceil( this.y );
+
+		return this;
+
+	},
+
+	round: function () {
+
+		this.x = Math.round( this.x );
+		this.y = Math.round( this.y );
+
+		return this;
+
+	},
+
+	roundToZero: function () {
+
+		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+
+		return this;
+
+	},
+
+	negate: function () {
+
+		this.x = - this.x;
+		this.y = - this.y;
+
+		return this;
+
+	},
+
+	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.x * this.x + this.y * this.y );
+
+	},
+
+	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 ) {
+
+		var oldLength = this.length();
+
+		if ( oldLength !== 0 && l !== oldLength ) {
+
+			this.multiplyScalar( l / oldLength );
+		}
+
+		return this;
+
+	},
+
+	lerp: function ( v, alpha ) {
+
+		this.x += ( v.x - this.x ) * alpha;
+		this.y += ( v.y - this.y ) * alpha;
+
+		return this;
+
+	},
+
+	lerpVectors: function ( v1, v2, alpha ) {
+
+		this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+		return this;
+
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+	},
+
+	fromArray: function ( array, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		this.x = array[ offset ];
+		this.y = array[ offset + 1 ];
+
+		return this;
+
+	},
+
+	toArray: function ( array, offset ) {
+
+		if ( array === undefined ) array = [];
+		if ( offset === undefined ) offset = 0;
+
+		array[ offset ] = this.x;
+		array[ offset + 1 ] = this.y;
+
+		return array;
+
+	},
+
+	fromAttribute: function ( attribute, index, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		index = index * attribute.itemSize + offset;
+
+		this.x = attribute.array[ index ];
+		this.y = attribute.array[ index + 1 ];
+
+		return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector2( this.x, this.y );
+
+	}
+
+};
+
+// File:src/math/Vector3.js
+
+/**
+ * @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;
+
+	},
+
+	setComponent: function ( index, value ) {
+
+		switch ( index ) {
+
+			case 0: this.x = value; break;
+			case 1: this.y = value; break;
+			case 2: this.z = value; break;
+			default: throw new Error( 'index is out of range: ' + index );
+
+		}
+
+	},
+
+	getComponent: function ( index ) {
+
+		switch ( index ) {
+
+			case 0: return this.x;
+			case 1: return this.y;
+			case 2: return this.z;
+			default: throw new Error( 'index is out of range: ' + index );
+
+		}
+
+	},
+
+	copy: function ( v ) {
+
+		this.x = v.x;
+		this.y = v.y;
+		this.z = v.z;
+
+		return this;
+
+	},
+
+	add: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			THREE.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+			return this.addVectors( v, w );
+
+		}
+
+		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;
+
+	},
+
+	addVectors: function ( a, b ) {
+
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+		this.z = a.z + b.z;
+
+		return this;
+
+	},
+
+	sub: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			THREE.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+			return this.subVectors( v, w );
+
+		}
+
+		this.x -= v.x;
+		this.y -= v.y;
+		this.z -= v.z;
+
+		return this;
+
+	},
+	
+	subScalar: function ( s ) {
+
+		this.x -= s;
+		this.y -= s;
+		this.z -= s;
+
+		return this;
+
+	},
+
+	subVectors: function ( a, b ) {
+
+		this.x = a.x - b.x;
+		this.y = a.y - b.y;
+		this.z = a.z - b.z;
+
+		return this;
+
+	},
+
+	multiply: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			THREE.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
+			return this.multiplyVectors( v, w );
+
+		}
+
+		this.x *= v.x;
+		this.y *= v.y;
+		this.z *= v.z;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( scalar ) {
+
+		this.x *= scalar;
+		this.y *= scalar;
+		this.z *= scalar;
+
+		return this;
+
+	},
+
+	multiplyVectors: function ( a, b ) {
+
+		this.x = a.x * b.x;
+		this.y = a.y * b.y;
+		this.z = a.z * b.z;
+
+		return this;
+
+	},
+
+	applyEuler: function () {
+
+		var quaternion;
+
+		return function ( euler ) {
+
+			if ( euler instanceof THREE.Euler === false ) {
+
+				THREE.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+			}
+
+			if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+			this.applyQuaternion( quaternion.setFromEuler( euler ) );
+
+			return this;
+
+		};
+
+	}(),
+
+	applyAxisAngle: function () {
+
+		var quaternion;
+
+		return function ( axis, angle ) {
+
+			if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+			this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
+
+			return this;
+
+		};
+
+	}(),
+
+	applyMatrix3: function ( m ) {
+
+		var x = this.x;
+		var y = this.y;
+		var z = this.z;
+
+		var e = m.elements;
+
+		this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
+		this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
+		this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
+
+		return this;
+
+	},
+
+	applyMatrix4: function ( m ) {
+
+		// input: THREE.Matrix4 affine matrix
+
+		var x = this.x, y = this.y, z = this.z;
+
+		var e = m.elements;
+
+		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ];
+		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ];
+		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
+
+		return this;
+
+	},
+
+	applyProjection: function ( m ) {
+
+		// input: THREE.Matrix4 projection matrix
+
+		var x = this.x, y = this.y, z = this.z;
+
+		var e = m.elements;
+		var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
+
+		this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ] ) * d;
+		this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ] ) * d;
+		this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
+
+		return this;
+
+	},
+
+	applyQuaternion: function ( q ) {
+
+		var x = this.x;
+		var y = this.y;
+		var z = this.z;
+
+		var qx = q.x;
+		var qy = q.y;
+		var qz = q.z;
+		var qw = q.w;
+
+		// calculate quat * vector
+
+		var ix =  qw * x + qy * z - qz * y;
+		var iy =  qw * y + qz * x - qx * z;
+		var iz =  qw * z + qx * y - qy * x;
+		var iw = - qx * x - qy * y - qz * z;
+
+		// calculate result * inverse quat
+
+		this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
+		this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
+		this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
+
+		return this;
+
+	},
+
+	project: function () {
+
+		var matrix;
+
+		return function ( camera ) {
+
+			if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+			matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
+			return this.applyProjection( matrix );
+
+		};
+
+	}(),
+
+	unproject: function () {
+
+		var matrix;
+
+		return function ( camera ) {
+
+			if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+			matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
+			return this.applyProjection( matrix );
+
+		};
+
+	}(),
+
+	transformDirection: function ( m ) {
+
+		// input: THREE.Matrix4 affine matrix
+		// vector interpreted as a direction
+
+		var x = this.x, y = this.y, z = this.z;
+
+		var e = m.elements;
+
+		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z;
+		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z;
+		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
+
+		this.normalize();
+
+		return this;
+
+	},
+
+	divide: function ( v ) {
+
+		this.x /= v.x;
+		this.y /= v.y;
+		this.z /= v.z;
+
+		return this;
+
+	},
+
+	divideScalar: function ( scalar ) {
+
+		if ( scalar !== 0 ) {
+
+			var invScalar = 1 / scalar;
+
+			this.x *= invScalar;
+			this.y *= invScalar;
+			this.z *= invScalar;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+
+		}
+
+		return this;
+
+	},
+
+	min: function ( v ) {
+
+		if ( this.x > v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y > v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		if ( this.z > v.z ) {
+
+			this.z = v.z;
+
+		}
+
+		return this;
+
+	},
+
+	max: function ( v ) {
+
+		if ( this.x < v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y < v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		if ( this.z < v.z ) {
+
+			this.z = v.z;
+
+		}
+
+		return this;
+
+	},
+
+	clamp: function ( min, max ) {
+
+		// This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+		if ( this.x < min.x ) {
+
+			this.x = min.x;
+
+		} else if ( this.x > max.x ) {
+
+			this.x = max.x;
+
+		}
+
+		if ( this.y < min.y ) {
+
+			this.y = min.y;
+
+		} else if ( this.y > max.y ) {
+
+			this.y = max.y;
+
+		}
+
+		if ( this.z < min.z ) {
+
+			this.z = min.z;
+
+		} else if ( this.z > max.z ) {
+
+			this.z = max.z;
+
+		}
+
+		return this;
+
+	},
+
+	clampScalar: ( function () {
+
+		var min, max;
+
+		return function ( minVal, maxVal ) {
+
+			if ( min === undefined ) {
+
+				min = new THREE.Vector3();
+				max = new THREE.Vector3();
+
+			}
+
+			min.set( minVal, minVal, minVal );
+			max.set( maxVal, maxVal, maxVal );
+
+			return this.clamp( min, max );
+
+		};
+
+	} )(),
+
+	floor: function () {
+
+		this.x = Math.floor( this.x );
+		this.y = Math.floor( this.y );
+		this.z = Math.floor( this.z );
+
+		return this;
+
+	},
+
+	ceil: function () {
+
+		this.x = Math.ceil( this.x );
+		this.y = Math.ceil( this.y );
+		this.z = Math.ceil( this.z );
+
+		return this;
+
+	},
+
+	round: function () {
+
+		this.x = Math.round( this.x );
+		this.y = Math.round( this.y );
+		this.z = Math.round( this.z );
+
+		return this;
+
+	},
+
+	roundToZero: function () {
+
+		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+
+		return this;
+
+	},
+
+	negate: function () {
+
+		this.x = - this.x;
+		this.y = - this.y;
+		this.z = - this.z;
+
+		return this;
+
+	},
+
+	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.x * this.x + this.y * this.y + this.z * this.z );
+
+	},
+
+	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 ) {
+
+		var oldLength = this.length();
+
+		if ( oldLength !== 0 && l !== oldLength  ) {
+
+			this.multiplyScalar( l / oldLength );
+		}
+
+		return this;
+
+	},
+
+	lerp: 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;
+
+	},
+
+	lerpVectors: function ( v1, v2, alpha ) {
+
+		this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+		return this;
+
+	},
+
+	cross: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			THREE.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
+			return this.crossVectors( v, w );
+
+		}
+
+		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;
+
+	},
+
+	crossVectors: function ( a, b ) {
+
+		var ax = a.x, ay = a.y, az = a.z;
+		var bx = b.x, by = b.y, bz = b.z;
+
+		this.x = ay * bz - az * by;
+		this.y = az * bx - ax * bz;
+		this.z = ax * by - ay * bx;
+
+		return this;
+
+	},
+
+	projectOnVector: function () {
+
+		var v1, dot;
+
+		return function ( vector ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			v1.copy( vector ).normalize();
+
+			dot = this.dot( v1 );
+
+			return this.copy( v1 ).multiplyScalar( dot );
+
+		};
+
+	}(),
+
+	projectOnPlane: function () {
+
+		var v1;
+
+		return function ( planeNormal ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			v1.copy( this ).projectOnVector( planeNormal );
+
+			return this.sub( v1 );
+
+		}
+
+	}(),
+
+	reflect: function () {
+
+		// reflect incident vector off plane orthogonal to normal
+		// normal is assumed to have unit length
+
+		var v1;
+
+		return function ( normal ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
+
+		}
+
+	}(),
+
+	angleTo: function ( v ) {
+
+		var theta = this.dot( v ) / ( this.length() * v.length() );
+
+		// clamp, to handle numerical problems
+
+		return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
+
+	},
+
+	distanceTo: function ( v ) {
+
+		return Math.sqrt( this.distanceToSquared( v ) );
+
+	},
+
+	distanceToSquared: function ( v ) {
+
+		var dx = this.x - v.x;
+		var dy = this.y - v.y;
+		var dz = this.z - v.z;
+
+		return dx * dx + dy * dy + dz * dz;
+
+	},
+
+	setEulerFromRotationMatrix: function ( m, order ) {
+
+		THREE.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
+
+	},
+
+	setEulerFromQuaternion: function ( q, order ) {
+
+		THREE.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
+
+	},
+
+	getPositionFromMatrix: function ( m ) {
+
+		THREE.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
+
+		return this.setFromMatrixPosition( m );
+
+	},
+
+	getScaleFromMatrix: function ( m ) {
+
+		THREE.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
+
+		return this.setFromMatrixScale( m );
+	},
+
+	getColumnFromMatrix: function ( index, matrix ) {
+
+		THREE.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
+
+		return this.setFromMatrixColumn( index, matrix );
+
+	},
+
+	setFromMatrixPosition: function ( m ) {
+
+		this.x = m.elements[ 12 ];
+		this.y = m.elements[ 13 ];
+		this.z = m.elements[ 14 ];
+
+		return this;
+
+	},
+
+	setFromMatrixScale: 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;
+	},
+
+	setFromMatrixColumn: function ( index, matrix ) {
+		
+		var offset = index * 4;
+
+		var me = matrix.elements;
+
+		this.x = me[ offset ];
+		this.y = me[ offset + 1 ];
+		this.z = me[ offset + 2 ];
+
+		return this;
+
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+	},
+
+	fromArray: function ( array, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		this.x = array[ offset ];
+		this.y = array[ offset + 1 ];
+		this.z = array[ offset + 2 ];
+
+		return this;
+
+	},
+
+	toArray: function ( array, offset ) {
+
+		if ( array === undefined ) array = [];
+		if ( offset === undefined ) offset = 0;
+
+		array[ offset ] = this.x;
+		array[ offset + 1 ] = this.y;
+		array[ offset + 2 ] = this.z;
+
+		return array;
+
+	},
+
+	fromAttribute: function ( attribute, index, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		index = index * attribute.itemSize + offset;
+
+		this.x = attribute.array[ index ];
+		this.y = attribute.array[ index + 1 ];
+		this.z = attribute.array[ index + 2 ];
+
+		return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector3( this.x, this.y, this.z );
+
+	}
+
+};
+
+// File:src/math/Vector4.js
+
+/**
+ * @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;
+
+	},
+
+	setX: function ( x ) {
+
+		this.x = x;
+
+		return this;
+
+	},
+
+	setY: function ( y ) {
+
+		this.y = y;
+
+		return this;
+
+	},
+
+	setZ: function ( z ) {
+
+		this.z = z;
+
+		return this;
+
+	},
+
+	setW: function ( w ) {
+
+		this.w = w;
+
+		return this;
+
+	},
+
+	setComponent: function ( index, value ) {
+
+		switch ( index ) {
+
+			case 0: this.x = value; break;
+			case 1: this.y = value; break;
+			case 2: this.z = value; break;
+			case 3: this.w = value; break;
+			default: throw new Error( 'index is out of range: ' + index );
+
+		}
+
+	},
+
+	getComponent: function ( index ) {
+
+		switch ( index ) {
+
+			case 0: return this.x;
+			case 1: return this.y;
+			case 2: return this.z;
+			case 3: return this.w;
+			default: throw new Error( 'index is out of range: ' + index );
+
+		}
+
+	},
+
+	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 ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			THREE.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+			return this.addVectors( v, w );
+
+		}
+
+		this.x += v.x;
+		this.y += v.y;
+		this.z += v.z;
+		this.w += v.w;
+
+		return this;
+
+	},
+
+	addScalar: function ( s ) {
+
+		this.x += s;
+		this.y += s;
+		this.z += s;
+		this.w += s;
+
+		return this;
+
+	},
+
+	addVectors: 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;
+
+	},
+
+	sub: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			THREE.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+			return this.subVectors( v, w );
+
+		}
+
+		this.x -= v.x;
+		this.y -= v.y;
+		this.z -= v.z;
+		this.w -= v.w;
+
+		return this;
+
+	},
+
+	subScalar: function ( s ) {
+
+		this.x -= s;
+		this.y -= s;
+		this.z -= s;
+		this.w -= s;
+
+		return this;
+
+	},
+
+	subVectors: 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;
+
+	},
+
+	multiplyScalar: function ( scalar ) {
+
+		this.x *= scalar;
+		this.y *= scalar;
+		this.z *= scalar;
+		this.w *= scalar;
+
+		return this;
+
+	},
+
+	applyMatrix4: function ( m ) {
+
+		var x = this.x;
+		var y = this.y;
+		var z = this.z;
+		var w = this.w;
+
+		var e = m.elements;
+
+		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
+		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
+		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
+		this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
+
+		return this;
+
+	},
+
+	divideScalar: function ( scalar ) {
+
+		if ( scalar !== 0 ) {
+
+			var invScalar = 1 / scalar;
+
+			this.x *= invScalar;
+			this.y *= invScalar;
+			this.z *= invScalar;
+			this.w *= invScalar;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+			this.w = 1;
+
+		}
+
+		return this;
+
+	},
+
+	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;
+
+	},
+
+	min: function ( v ) {
+
+		if ( this.x > v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y > v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		if ( this.z > v.z ) {
+
+			this.z = v.z;
+
+		}
+
+		if ( this.w > v.w ) {
+
+			this.w = v.w;
+
+		}
+
+		return this;
+
+	},
+
+	max: function ( v ) {
+
+		if ( this.x < v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y < v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		if ( this.z < v.z ) {
+
+			this.z = v.z;
+
+		}
+
+		if ( this.w < v.w ) {
+
+			this.w = v.w;
+
+		}
+
+		return this;
+
+	},
+
+	clamp: function ( min, max ) {
+
+		// This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+		if ( this.x < min.x ) {
+
+			this.x = min.x;
+
+		} else if ( this.x > max.x ) {
+
+			this.x = max.x;
+
+		}
+
+		if ( this.y < min.y ) {
+
+			this.y = min.y;
+
+		} else if ( this.y > max.y ) {
+
+			this.y = max.y;
+
+		}
+
+		if ( this.z < min.z ) {
+
+			this.z = min.z;
+
+		} else if ( this.z > max.z ) {
+
+			this.z = max.z;
+
+		}
+
+		if ( this.w < min.w ) {
+
+			this.w = min.w;
+
+		} else if ( this.w > max.w ) {
+
+			this.w = max.w;
+
+		}
+
+		return this;
+
+	},
+
+	clampScalar: ( function () {
+
+		var min, max;
+
+		return function ( minVal, maxVal ) {
+
+			if ( min === undefined ) {
+
+				min = new THREE.Vector4();
+				max = new THREE.Vector4();
+
+			}
+
+			min.set( minVal, minVal, minVal, minVal );
+			max.set( maxVal, maxVal, maxVal, maxVal );
+
+			return this.clamp( min, max );
+
+		};
+
+	} )(),
+
+  floor: function () {
+
+		this.x = Math.floor( this.x );
+		this.y = Math.floor( this.y );
+		this.z = Math.floor( this.z );
+		this.w = Math.floor( this.w );
+
+		return this;
+
+  },
+
+  ceil: function () {
+
+		this.x = Math.ceil( this.x );
+		this.y = Math.ceil( this.y );
+		this.z = Math.ceil( this.z );
+		this.w = Math.ceil( this.w );
+
+		return this;
+
+  },
+
+  round: function () {
+
+		this.x = Math.round( this.x );
+		this.y = Math.round( this.y );
+		this.z = Math.round( this.z );
+		this.w = Math.round( this.w );
+
+		return this;
+
+  },
+
+  roundToZero: function () {
+
+		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+		this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
+
+		return this;
+
+  },
+
+	negate: function () {
+
+		this.x = - this.x;
+		this.y = - this.y;
+		this.z = - this.z;
+		this.w = - this.w;
+
+		return this;
+
+	},
+
+	dot: function ( v ) {
+
+		return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+
+	},
+
+	lengthSq: function () {
+
+		return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+
+	},
+
+	length: function () {
+
+		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+	},
+
+	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 ) {
+
+		var oldLength = this.length();
+
+		if ( oldLength !== 0 && l !== oldLength ) {
+
+			this.multiplyScalar( l / oldLength );
+
+		}
+
+		return this;
+
+	},
+
+	lerp: 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;
+
+	},
+
+	lerpVectors: function ( v1, v2, alpha ) {
+
+		this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+		return this;
+
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+	},
+
+	fromArray: function ( array, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		this.x = array[ offset ];
+		this.y = array[ offset + 1 ];
+		this.z = array[ offset + 2 ];
+		this.w = array[ offset + 3 ];
+
+		return this;
+
+	},
+
+	toArray: function ( array, offset ) {
+
+		if ( array === undefined ) array = [];
+		if ( offset === undefined ) offset = 0;
+
+		array[ offset ] = this.x;
+		array[ offset + 1 ] = this.y;
+		array[ offset + 2 ] = this.z;
+		array[ offset + 3 ] = this.w;
+
+		return array;
+
+	},
+
+	fromAttribute: function ( attribute, index, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		index = index * attribute.itemSize + offset;
+
+		this.x = attribute.array[ index ];
+		this.y = attribute.array[ index + 1 ];
+		this.z = attribute.array[ index + 2 ];
+		this.w = attribute.array[ index + 3 ];
+
+		return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector4( this.x, this.y, this.z, this.w );
+
+	}
+
+};
+
+// File:src/math/Euler.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Euler = function ( x, y, z, order ) {
+
+	this._x = x || 0;
+	this._y = y || 0;
+	this._z = z || 0;
+	this._order = order || THREE.Euler.DefaultOrder;
+
+    this.__defineGetter__("x", function(){
+        return this._x;
+    });
+    this.__defineSetter__("x", function(value){
+        this._x = value;
+		this.onChangeCallback();
+    });
+
+    this.__defineGetter__("y", function(){
+        return this._y;
+    });
+    this.__defineSetter__("y", function(value){
+        this._y = value;
+		this.onChangeCallback();
+    });
+
+    this.__defineGetter__("z", function(){
+        return this._z;
+    });
+    this.__defineSetter__("z", function(value){
+        this._z = value;
+		this.onChangeCallback();
+    });
+
+    this.__defineGetter__("order", function(){
+        return this._order;
+    });
+    this.__defineSetter__("order", function(value){
+        this._order = value;
+		this.onChangeCallback();
+    });
+};
+
+THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
+
+THREE.Euler.DefaultOrder = 'XYZ';
+
+THREE.Euler.prototype = {
+
+	constructor: THREE.Euler,
+
+	_x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
+
+	set: function ( x, y, z, order ) {
+
+		this._x = x;
+		this._y = y;
+		this._z = z;
+		this._order = order || this._order;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	copy: function ( euler ) {
+
+		this._x = euler._x;
+		this._y = euler._y;
+		this._z = euler._z;
+		this._order = euler._order;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromRotationMatrix: function ( m, order, update ) {
+
+		var clamp = THREE.Math.clamp;
+
+		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+		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 ];
+
+		order = order || this._order;
+
+		if ( order === 'XYZ' ) {
+
+			this._y = Math.asin( clamp( m13, - 1, 1 ) );
+
+			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, - 1, 1 ) );
+
+			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, - 1, 1 ) );
+
+			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, - 1, 1 ) );
+
+			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, - 1, 1 ) );
+
+			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, - 1, 1 ) );
+
+			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;
+
+			}
+
+		} else {
+
+			THREE.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
+
+		}
+
+		this._order = order;
+
+		if ( update !== false ) this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromQuaternion: function () {
+
+		var matrix;
+
+		return function ( q, order, update ) {
+
+			if ( matrix === undefined ) matrix = new THREE.Matrix4();
+			matrix.makeRotationFromQuaternion( q );
+			this.setFromRotationMatrix( matrix, order, update );
+
+			return this;
+
+		};
+
+	}(),
+
+	setFromVector3: function ( v, order ) {
+
+		return this.set( v.x, v.y, v.z, order || this._order );
+
+	},
+
+	reorder: function () {
+
+		// WARNING: this discards revolution information -bhouston
+
+		var q = new THREE.Quaternion();
+
+		return function ( newOrder ) {
+
+			q.setFromEuler( this );
+			this.setFromQuaternion( q, newOrder );
+
+		};
+
+	}(),
+
+	equals: function ( euler ) {
+
+		return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
+
+	},
+
+	fromArray: function ( array ) {
+
+		this._x = array[ 0 ];
+		this._y = array[ 1 ];
+		this._z = array[ 2 ];
+		if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	toArray: function ( array, offset ) {
+
+		if ( array === undefined ) array = [];
+		if ( offset === undefined ) offset = 0;
+
+		array[ offset ] = this._x;
+		array[ offset + 1 ] = this._y;
+		array[ offset + 2 ] = this._z;
+		array[ offset + 3 ] = this._order;
+
+		return array;
+	},
+
+	toVector3: function ( optionalResult ) {
+
+		if ( optionalResult ) {
+
+			return optionalResult.set( this._x, this._y, this._z );
+
+		} else {
+
+			return new THREE.Vector3( this._x, this._y, this._z );
+
+		}
+
+	},
+
+	onChange: function ( callback ) {
+
+		this.onChangeCallback = callback;
+
+		return this;
+
+	},
+
+	onChangeCallback: function () {},
+
+	clone: function () {
+
+		return new THREE.Euler( this._x, this._y, this._z, this._order );
+
+	}
+
+};
+
+// File:src/math/Line3.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Line3 = function ( start, end ) {
+
+	this.start = ( start !== undefined ) ? start : new THREE.Vector3();
+	this.end = ( end !== undefined ) ? end : new THREE.Vector3();
+
+};
+
+THREE.Line3.prototype = {
+
+	constructor: THREE.Line3,
+
+	set: function ( start, end ) {
+
+		this.start.copy( start );
+		this.end.copy( end );
+
+		return this;
+
+	},
+
+	copy: function ( line ) {
+
+		this.start.copy( line.start );
+		this.end.copy( line.end );
+
+		return this;
+
+	},
+
+	center: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
+
+	},
+
+	delta: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.subVectors( this.end, this.start );
+
+	},
+
+	distanceSq: function () {
+
+		return this.start.distanceToSquared( this.end );
+
+	},
+
+	distance: function () {
+
+		return this.start.distanceTo( this.end );
+
+	},
+
+	at: function ( t, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+	},
+
+	closestPointToPointParameter: function () {
+
+		var startP = new THREE.Vector3();
+		var startEnd = new THREE.Vector3();
+
+		return function ( point, clampToLine ) {
+
+			startP.subVectors( point, this.start );
+			startEnd.subVectors( this.end, this.start );
+
+			var startEnd2 = startEnd.dot( startEnd );
+			var startEnd_startP = startEnd.dot( startP );
+
+			var t = startEnd_startP / startEnd2;
+
+			if ( clampToLine ) {
+
+				t = THREE.Math.clamp( t, 0, 1 );
+
+			}
+
+			return t;
+
+		};
+
+	}(),
+
+	closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
+
+		var t = this.closestPointToPointParameter( point, clampToLine );
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+	},
+
+	applyMatrix4: function ( matrix ) {
+
+		this.start.applyMatrix4( matrix );
+		this.end.applyMatrix4( matrix );
+
+		return this;
+
+	},
+
+	equals: function ( line ) {
+
+		return line.start.equals( this.start ) && line.end.equals( this.end );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Line3().copy( this );
+
+	}
+
+};
+
+// File:src/math/Box2.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box2 = function ( min, max ) {
+
+	this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
+	this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
+
+};
+
+THREE.Box2.prototype = {
+
+	constructor: THREE.Box2,
+
+	set: function ( min, max ) {
+
+		this.min.copy( min );
+		this.max.copy( max );
+
+		return this;
+
+	},
+
+	setFromPoints: function ( points ) {
+
+		this.makeEmpty();
+
+		for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+			this.expandByPoint( points[ i ] )
+
+		}
+
+		return this;
+
+	},
+
+	setFromCenterAndSize: function () {
+
+		var v1 = new THREE.Vector2();
+
+		return function ( center, size ) {
+
+			var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+			this.min.copy( center ).sub( halfSize );
+			this.max.copy( center ).add( halfSize );
+
+			return this;
+
+		};
+
+	}(),
+
+	copy: function ( box ) {
+
+		this.min.copy( box.min );
+		this.max.copy( box.max );
+
+		return this;
+
+	},
+
+	makeEmpty: function () {
+
+		this.min.x = this.min.y = Infinity;
+		this.max.x = this.max.y = - Infinity;
+
+		return this;
+
+	},
+
+	empty: function () {
+
+		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
+
+	},
+
+	center: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector2();
+		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+	},
+
+	size: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector2();
+		return result.subVectors( this.max, this.min );
+
+	},
+
+	expandByPoint: function ( point ) {
+
+		this.min.min( point );
+		this.max.max( point );
+
+		return this;
+	},
+
+	expandByVector: function ( vector ) {
+
+		this.min.sub( vector );
+		this.max.add( vector );
+
+		return this;
+	},
+
+	expandByScalar: function ( scalar ) {
+
+		this.min.addScalar( - scalar );
+		this.max.addScalar( scalar );
+
+		return this;
+	},
+
+	containsPoint: function ( point ) {
+
+		if ( point.x < this.min.x || point.x > this.max.x ||
+		     point.y < this.min.y || point.y > this.max.y ) {
+
+			return false;
+
+		}
+
+		return true;
+
+	},
+
+	containsBox: function ( box ) {
+
+		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+		     ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
+
+			return true;
+
+		}
+
+		return false;
+
+	},
+
+	getParameter: function ( point, optionalTarget ) {
+
+		// This can potentially have a divide by zero if the box
+		// has a size dimension of 0.
+
+		var result = optionalTarget || new THREE.Vector2();
+
+		return result.set(
+			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+			( point.y - this.min.y ) / ( this.max.y - this.min.y )
+		);
+
+	},
+
+	isIntersectionBox: function ( box ) {
+
+		// using 6 splitting planes to rule out intersections.
+
+		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+		     box.max.y < this.min.y || box.min.y > this.max.y ) {
+
+			return false;
+
+		}
+
+		return true;
+
+	},
+
+	clampPoint: function ( point, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector2();
+		return result.copy( point ).clamp( this.min, this.max );
+
+	},
+
+	distanceToPoint: function () {
+
+		var v1 = new THREE.Vector2();
+
+		return function ( point ) {
+
+			var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+			return clampedPoint.sub( point ).length();
+
+		};
+
+	}(),
+
+	intersect: function ( box ) {
+
+		this.min.max( box.min );
+		this.max.min( box.max );
+
+		return this;
+
+	},
+
+	union: function ( box ) {
+
+		this.min.min( box.min );
+		this.max.max( box.max );
+
+		return this;
+
+	},
+
+	translate: function ( offset ) {
+
+		this.min.add( offset );
+		this.max.add( offset );
+
+		return this;
+
+	},
+
+	equals: function ( box ) {
+
+		return box.min.equals( this.min ) && box.max.equals( this.max );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Box2().copy( this );
+
+	}
+
+};
+
+// File:src/math/Box3.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Box3 = function ( min, max ) {
+
+	this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
+	this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
+
+};
+
+THREE.Box3.prototype = {
+
+	constructor: THREE.Box3,
+
+	set: function ( min, max ) {
+
+		this.min.copy( min );
+		this.max.copy( max );
+
+		return this;
+
+	},
+
+	setFromPoints: function ( points ) {
+
+		this.makeEmpty();
+
+		for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+			this.expandByPoint( points[ i ] )
+
+		}
+
+		return this;
+
+	},
+
+	setFromCenterAndSize: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( center, size ) {
+
+			var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+
+			this.min.copy( center ).sub( halfSize );
+			this.max.copy( center ).add( halfSize );
+
+			return this;
+
+		};
+
+	}(),
+
+	setFromObject: function () {
+
+		// Computes the world-axis-aligned bounding box of an object (including its children),
+		// accounting for both the object's, and childrens', world transforms
+
+		var v1 = new THREE.Vector3();
+
+		return function ( object ) {
+
+			var scope = this;
+
+			object.updateMatrixWorld( true );
+
+			this.makeEmpty();
+
+			object.traverse( function ( node ) {
+
+				var geometry = node.geometry;
+
+				if ( geometry !== undefined ) {
+
+					if ( geometry instanceof THREE.Geometry ) {
+
+						var vertices = geometry.vertices;
+
+						for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+							v1.copy( vertices[ i ] );
+
+							v1.applyMatrix4( node.matrixWorld );
+
+							scope.expandByPoint( v1 );
+
+						}
+
+					} else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
+
+						var positions = geometry.attributes[ 'position' ].array;
+
+						for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+							v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+
+							v1.applyMatrix4( node.matrixWorld );
+
+							scope.expandByPoint( v1 );
+
+						}
+
+					}
+
+				}
+
+			} );
+
+			return this;
+
+		};
+
+	}(),
+
+	copy: function ( box ) {
+
+		this.min.copy( box.min );
+		this.max.copy( box.max );
+
+		return this;
+
+	},
+
+	makeEmpty: function () {
+
+		this.min.x = this.min.y = this.min.z = Infinity;
+		this.max.x = this.max.y = this.max.z = - Infinity;
+
+		return this;
+
+	},
+
+	empty: function () {
+
+		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
+
+	},
+
+	center: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+	},
+
+	size: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.subVectors( this.max, this.min );
+
+	},
+
+	expandByPoint: function ( point ) {
+
+		this.min.min( point );
+		this.max.max( point );
+
+		return this;
+
+	},
+
+	expandByVector: function ( vector ) {
+
+		this.min.sub( vector );
+		this.max.add( vector );
+
+		return this;
+
+	},
+
+	expandByScalar: function ( scalar ) {
+
+		this.min.addScalar( - scalar );
+		this.max.addScalar( scalar );
+
+		return this;
+
+	},
+
+	containsPoint: function ( point ) {
+
+		if ( point.x < this.min.x || point.x > this.max.x ||
+		     point.y < this.min.y || point.y > this.max.y ||
+		     point.z < this.min.z || point.z > this.max.z ) {
+
+			return false;
+
+		}
+
+		return true;
+
+	},
+
+	containsBox: function ( box ) {
+
+		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+			 ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
+			 ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
+
+			return true;
+
+		}
+
+		return false;
+
+	},
+
+	getParameter: function ( point, optionalTarget ) {
+
+		// This can potentially have a divide by zero if the box
+		// has a size dimension of 0.
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		return result.set(
+			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+			( point.y - this.min.y ) / ( this.max.y - this.min.y ),
+			( point.z - this.min.z ) / ( this.max.z - this.min.z )
+		);
+
+	},
+
+	isIntersectionBox: function ( box ) {
+
+		// using 6 splitting planes to rule out intersections.
+
+		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+		     box.max.y < this.min.y || box.min.y > this.max.y ||
+		     box.max.z < this.min.z || box.min.z > this.max.z ) {
+
+			return false;
+
+		}
+
+		return true;
+
+	},
+
+	clampPoint: function ( point, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.copy( point ).clamp( this.min, this.max );
+
+	},
+
+	distanceToPoint: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( point ) {
+
+			var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+			return clampedPoint.sub( point ).length();
+
+		};
+
+	}(),
+
+	getBoundingSphere: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( optionalTarget ) {
+
+			var result = optionalTarget || new THREE.Sphere();
+
+			result.center = this.center();
+			result.radius = this.size( v1 ).length() * 0.5;
+
+			return result;
+
+		};
+
+	}(),
+
+	intersect: function ( box ) {
+
+		this.min.max( box.min );
+		this.max.min( box.max );
+
+		return this;
+
+	},
+
+	union: function ( box ) {
+
+		this.min.min( box.min );
+		this.max.max( box.max );
+
+		return this;
+
+	},
+
+	applyMatrix4: function () {
+
+		var points = [
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3(),
+			new THREE.Vector3()
+		];
+
+		return function ( matrix ) {
+
+			// NOTE: I am using a binary pattern to specify all 2^3 combinations below
+			points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
+			points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
+			points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
+			points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
+			points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
+			points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
+			points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
+			points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );  // 111
+
+			this.makeEmpty();
+			this.setFromPoints( points );
+
+			return this;
+
+		};
+
+	}(),
+
+	translate: function ( offset ) {
+
+		this.min.add( offset );
+		this.max.add( offset );
+
+		return this;
+
+	},
+
+	equals: function ( box ) {
+
+		return box.min.equals( this.min ) && box.max.equals( this.max );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Box3().copy( this );
+
+	}
+
+};
+
+// File:src/math/Matrix3.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Matrix3 = function () {
+
+	this.elements = new Float32Array( [
+
+		1, 0, 0,
+		0, 1, 0,
+		0, 0, 1
+
+	] );
+
+	if ( arguments.length > 0 ) {
+
+		THREE.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
+
+	}
+
+};
+
+THREE.Matrix3.prototype = {
+
+	constructor: THREE.Matrix3,
+
+	set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+		var te = this.elements;
+
+		te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
+		te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
+		te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
+
+		return this;
+
+	},
+
+	identity: function () {
+
+		this.set(
+
+			1, 0, 0,
+			0, 1, 0,
+			0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	copy: function ( m ) {
+
+		var me = m.elements;
+
+		this.set(
+
+			me[ 0 ], me[ 3 ], me[ 6 ],
+			me[ 1 ], me[ 4 ], me[ 7 ],
+			me[ 2 ], me[ 5 ], me[ 8 ]
+
+		);
+
+		return this;
+
+	},
+
+	multiplyVector3: function ( vector ) {
+
+		THREE.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
+		return vector.applyMatrix3( this );
+
+	},
+
+	multiplyVector3Array: function ( a ) {
+
+		THREE.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+		return this.applyToVector3Array( a );
+
+	},
+
+	applyToVector3Array: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( array, offset, length ) {
+
+			if ( offset === undefined ) offset = 0;
+			if ( length === undefined ) length = array.length;
+
+			for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
+
+				v1.x = array[ j ];
+				v1.y = array[ j + 1 ];
+				v1.z = array[ j + 2 ];
+
+				v1.applyMatrix3( this );
+
+				array[ j ]     = v1.x;
+				array[ j + 1 ] = v1.y;
+				array[ j + 2 ] = v1.z;
+
+			}
+
+			return array;
+
+		};
+
+	}(),
+
+	multiplyScalar: function ( s ) {
+
+		var te = this.elements;
+
+		te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
+		te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
+		te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
+
+		return this;
+
+	},
+
+	determinant: function () {
+
+		var te = this.elements;
+
+		var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
+			d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
+			g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
+
+		return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
+
+	},
+
+	getInverse: function ( matrix, throwOnInvertible ) {
+
+		// input: THREE.Matrix4
+		// ( based on http://code.google.com/p/webgl-mjs/ )
+
+		var me = matrix.elements;
+		var te = this.elements;
+
+		te[ 0 ] =   me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
+		te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
+		te[ 2 ] =   me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
+		te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
+		te[ 4 ] =   me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
+		te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
+		te[ 6 ] =   me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
+		te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
+		te[ 8 ] =   me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
+
+		var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
+
+		// no inverse
+
+		if ( det === 0 ) {
+
+			var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
+
+			if ( throwOnInvertible || false ) {
+
+				throw new Error( msg );
+
+			} else {
+
+				THREE.warn( msg );
+
+			}
+
+			this.identity();
+
+			return this;
+
+		}
+
+		this.multiplyScalar( 1.0 / det );
+
+		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;
+
+	},
+
+	flattenToArrayOffset: function ( array, offset ) {
+
+		var te = this.elements;
+
+		array[ offset     ] = te[ 0 ];
+		array[ offset + 1 ] = te[ 1 ];
+		array[ offset + 2 ] = te[ 2 ];
+
+		array[ offset + 3 ] = te[ 3 ];
+		array[ offset + 4 ] = te[ 4 ];
+		array[ offset + 5 ] = te[ 5 ];
+
+		array[ offset + 6 ] = te[ 6 ];
+		array[ offset + 7 ] = te[ 7 ];
+		array[ offset + 8 ]  = te[ 8 ];
+
+		return array;
+
+	},
+
+	getNormalMatrix: function ( m ) {
+
+		// input: THREE.Matrix4
+
+		this.getInverse( m ).transpose();
+
+		return this;
+
+	},
+
+	transposeIntoArray: function ( r ) {
+
+		var m = this.elements;
+
+		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;
+
+	},
+
+	fromArray: function ( array ) {
+
+		this.elements.set( array );
+
+		return this;
+
+	},
+
+	toArray: function () {
+
+		var te = this.elements;
+
+		return [
+			te[ 0 ], te[ 1 ], te[ 2 ],
+			te[ 3 ], te[ 4 ], te[ 5 ],
+			te[ 6 ], te[ 7 ], te[ 8 ]
+		];
+
+	},
+
+	clone: function () {
+
+		return new THREE.Matrix3().fromArray( this.elements );
+
+	}
+
+};
+
+// File:src/math/Matrix4.js
+
+/**
+ * @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/
+ * @author bhouston / http://exocortex.com
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Matrix4 = function () {
+
+	this.elements = new Float32Array( [
+
+		1, 0, 0, 0,
+		0, 1, 0, 0,
+		0, 0, 1, 0,
+		0, 0, 0, 1
+
+	] );
+
+	if ( arguments.length > 0 ) {
+
+		THREE.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
+
+	}
+
+};
+
+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 ) {
+
+		this.elements.set( m.elements );
+
+		return this;
+
+	},
+
+	extractPosition: function ( m ) {
+
+		THREE.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
+		return this.copyPosition( m );
+
+	},
+
+	copyPosition: function ( m ) {
+
+		var te = this.elements;
+		var me = m.elements;
+
+		te[ 12 ] = me[ 12 ];
+		te[ 13 ] = me[ 13 ];
+		te[ 14 ] = me[ 14 ];
+
+		return this;
+
+	},
+
+	extractBasis: function ( xAxis, yAxis, zAxis ) {
+ 
+		var te = this.elements;
+ 
+		xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] );
+		yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] );
+		zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] );
+ 
+		return this;
+ 		
+	},
+ 
+	makeBasis: function ( xAxis, yAxis, zAxis ) {
+
+		this.set(
+			xAxis.x, yAxis.x, zAxis.x, 0,
+			xAxis.y, yAxis.y, zAxis.y, 0,
+			xAxis.z, yAxis.z, zAxis.z, 0,
+			0,       0,       0,       1
+		);
+
+		return this;
+
+	},
+
+	extractRotation: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( m ) {
+
+			var te = this.elements;
+			var me = m.elements;
+
+			var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
+			var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
+			var scaleZ = 1 / v1.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;
+
+		};
+
+	}(),
+
+	makeRotationFromEuler: function ( euler ) {
+
+		if ( euler instanceof THREE.Euler === false ) {
+
+			THREE.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+		}
+
+		var te = this.elements;
+
+		var x = euler.x, y = euler.y, z = euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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;
+
+		}
+
+		// last column
+		te[ 3 ] = 0;
+		te[ 7 ] = 0;
+		te[ 11 ] = 0;
+
+		// bottom row
+		te[ 12 ] = 0;
+		te[ 13 ] = 0;
+		te[ 14 ] = 0;
+		te[ 15 ] = 1;
+
+		return this;
+
+	},
+
+	setRotationFromQuaternion: function ( q ) {
+
+		THREE.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
+
+		return this.makeRotationFromQuaternion( q );
+
+	},
+
+	makeRotationFromQuaternion: 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 );
+
+		// last column
+		te[ 3 ] = 0;
+		te[ 7 ] = 0;
+		te[ 11 ] = 0;
+
+		// bottom row
+		te[ 12 ] = 0;
+		te[ 13 ] = 0;
+		te[ 14 ] = 0;
+		te[ 15 ] = 1;
+
+		return this;
+
+	},
+
+	lookAt: function () {
+
+		var x = new THREE.Vector3();
+		var y = new THREE.Vector3();
+		var z = new THREE.Vector3();
+
+		return function ( eye, target, up ) {
+
+			var te = this.elements;
+
+			z.subVectors( eye, target ).normalize();
+
+			if ( z.length() === 0 ) {
+
+				z.z = 1;
+
+			}
+
+			x.crossVectors( up, z ).normalize();
+
+			if ( x.length() === 0 ) {
+
+				z.x += 0.0001;
+				x.crossVectors( up, z ).normalize();
+
+			}
+
+			y.crossVectors( 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 ( m, n ) {
+
+		if ( n !== undefined ) {
+
+			THREE.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
+			return this.multiplyMatrices( m, n );
+
+		}
+
+		return this.multiplyMatrices( this, m );
+
+	},
+
+	multiplyMatrices: 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;
+
+	},
+
+	multiplyToArray: function ( a, b, r ) {
+
+		var te = this.elements;
+
+		this.multiplyMatrices( 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 ( vector ) {
+
+		THREE.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
+		return vector.applyProjection( this );
+
+	},
+
+	multiplyVector4: function ( vector ) {
+
+		THREE.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+		return vector.applyMatrix4( this );
+
+	},
+
+	multiplyVector3Array: function ( a ) {
+
+		THREE.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+		return this.applyToVector3Array( a );
+
+	},
+
+	applyToVector3Array: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( array, offset, length ) {
+
+			if ( offset === undefined ) offset = 0;
+			if ( length === undefined ) length = array.length;
+
+			for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
+
+				v1.x = array[ j ];
+				v1.y = array[ j + 1 ];
+				v1.z = array[ j + 2 ];
+
+				v1.applyMatrix4( this );
+
+				array[ j ]     = v1.x;
+				array[ j + 1 ] = v1.y;
+				array[ j + 2 ] = v1.z;
+
+			}
+
+			return array;
+
+		};
+
+	}(),
+
+	rotateAxis: function ( v ) {
+
+		THREE.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
+
+		v.transformDirection( this );
+
+	},
+
+	crossVector: function ( vector ) {
+
+		THREE.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+		return vector.applyMatrix4( this );
+
+	},
+
+	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 (
+			n41 * (
+				+ n14 * n23 * n32
+				 - n13 * n24 * n32
+				 - n14 * n22 * n33
+				 + n12 * n24 * n33
+				 + n13 * n22 * n34
+				 - n12 * n23 * n34
+			) +
+			n42 * (
+				+ n11 * n23 * n34
+				 - n11 * n24 * n33
+				 + n14 * n21 * n33
+				 - n13 * n21 * n34
+				 + n13 * n24 * n31
+				 - n14 * n23 * n31
+			) +
+			n43 * (
+				+ n11 * n24 * n32
+				 - n11 * n22 * n34
+				 - n14 * n21 * n32
+				 + n12 * n21 * n34
+				 + n14 * n22 * n31
+				 - n12 * n24 * n31
+			) +
+			n44 * (
+				- n13 * n22 * n31
+				 - n11 * n23 * n32
+				 + n11 * n22 * n33
+				 + n13 * n21 * n32
+				 - n12 * n21 * n33
+				 + n12 * n23 * n31
+			)
+
+		);
+
+	},
+
+	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;
+
+	},
+
+	flattenToArrayOffset: function ( array, offset ) {
+
+		var te = this.elements;
+
+		array[ offset     ] = te[ 0 ];
+		array[ offset + 1 ] = te[ 1 ];
+		array[ offset + 2 ] = te[ 2 ];
+		array[ offset + 3 ] = te[ 3 ];
+
+		array[ offset + 4 ] = te[ 4 ];
+		array[ offset + 5 ] = te[ 5 ];
+		array[ offset + 6 ] = te[ 6 ];
+		array[ offset + 7 ] = te[ 7 ];
+
+		array[ offset + 8 ]  = te[ 8 ];
+		array[ offset + 9 ]  = te[ 9 ];
+		array[ offset + 10 ] = te[ 10 ];
+		array[ offset + 11 ] = te[ 11 ];
+
+		array[ offset + 12 ] = te[ 12 ];
+		array[ offset + 13 ] = te[ 13 ];
+		array[ offset + 14 ] = te[ 14 ];
+		array[ offset + 15 ] = te[ 15 ];
+
+		return array;
+
+	},
+
+	getPosition: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function () {
+
+			THREE.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
+
+			var te = this.elements;
+			return 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;
+
+	},
+
+	getInverse: function ( m, throwOnInvertible ) {
+
+		// 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;
+
+		var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
+
+		if ( det == 0 ) {
+
+			var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
+
+			if ( throwOnInvertible || false ) {
+
+				throw new Error( msg );
+
+			} else {
+
+				THREE.warn( msg );
+
+			}
+
+			this.identity();
+
+			return this;
+		}
+
+		this.multiplyScalar( 1 / det );
+
+		return this;
+
+	},
+
+	translate: function ( v ) {
+
+		THREE.error( 'THREE.Matrix4: .translate() has been removed.' );
+
+	},
+
+	rotateX: function ( angle ) {
+
+		THREE.error( 'THREE.Matrix4: .rotateX() has been removed.' );
+
+	},
+
+	rotateY: function ( angle ) {
+
+		THREE.error( 'THREE.Matrix4: .rotateY() has been removed.' );
+
+	},
+
+	rotateZ: function ( angle ) {
+
+		THREE.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
+
+	},
+
+	rotateByAxis: function ( axis, angle ) {
+
+		THREE.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
+
+	},
+
+	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;
+
+	},
+
+	compose: function ( position, quaternion, scale ) {
+
+		this.makeRotationFromQuaternion( quaternion );
+		this.scale( scale );
+		this.setPosition( position );
+
+		return this;
+
+	},
+
+	decompose: function () {
+
+		var vector = new THREE.Vector3();
+		var matrix = new THREE.Matrix4();
+
+		return function ( position, quaternion, scale ) {
+
+			var te = this.elements;
+
+			var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
+			var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
+			var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
+
+			// if determine is negative, we need to invert one scale
+			var det = this.determinant();
+			if ( det < 0 ) {
+				sx = - sx;
+			}
+
+			position.x = te[ 12 ];
+			position.y = te[ 13 ];
+			position.z = te[ 14 ];
+
+			// scale the rotation part
+
+			matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
+
+			var invSX = 1 / sx;
+			var invSY = 1 / sy;
+			var invSZ = 1 / sz;
+
+			matrix.elements[ 0 ] *= invSX;
+			matrix.elements[ 1 ] *= invSX;
+			matrix.elements[ 2 ] *= invSX;
+
+			matrix.elements[ 4 ] *= invSY;
+			matrix.elements[ 5 ] *= invSY;
+			matrix.elements[ 6 ] *= invSY;
+
+			matrix.elements[ 8 ] *= invSZ;
+			matrix.elements[ 9 ] *= invSZ;
+			matrix.elements[ 10 ] *= invSZ;
+
+			quaternion.setFromRotationMatrix( matrix );
+
+			scale.x = sx;
+			scale.y = sy;
+			scale.z = sz;
+
+			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( THREE.Math.degToRad( fov * 0.5 ) );
+		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;
+
+	},
+
+	fromArray: function ( array ) {
+
+		this.elements.set( array );
+
+		return this;
+
+	},
+
+	toArray: function () {
+
+		var te = this.elements;
+
+		return [
+			te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
+			te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
+			te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
+			te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
+		];
+
+	},
+
+	clone: function () {
+
+		return new THREE.Matrix4().fromArray( this.elements );
+
+	}
+
+};
+
+// File:src/math/Ray.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Ray = function ( origin, direction ) {
+
+	this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
+	this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
+
+};
+
+THREE.Ray.prototype = {
+
+	constructor: THREE.Ray,
+
+	set: function ( origin, direction ) {
+
+		this.origin.copy( origin );
+		this.direction.copy( direction );
+
+		return this;
+
+	},
+
+	copy: function ( ray ) {
+
+		this.origin.copy( ray.origin );
+		this.direction.copy( ray.direction );
+
+		return this;
+
+	},
+
+	at: function ( t, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
+
+	},
+
+	recast: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( t ) {
+
+			this.origin.copy( this.at( t, v1 ) );
+
+			return this;
+
+		};
+
+	}(),
+
+	closestPointToPoint: function ( point, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		result.subVectors( point, this.origin );
+		var directionDistance = result.dot( this.direction );
+
+		if ( directionDistance < 0 ) {
+
+			return result.copy( this.origin );
+
+		}
+
+		return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+	},
+
+	distanceToPoint: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( point ) {
+
+			var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
+
+			// point behind the ray
+
+			if ( directionDistance < 0 ) {
+
+				return this.origin.distanceTo( point );
+
+			}
+
+			v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+			return v1.distanceTo( point );
+
+		};
+
+	}(),
+
+	distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
+
+		// from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
+		// It returns the min distance between the ray and the segment
+		// defined by v0 and v1
+		// It can also set two optional targets :
+		// - The closest point on the ray
+		// - The closest point on the segment
+
+//		return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
+
+		var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
+		var segDir = v1.clone().sub( v0 ).normalize();
+		var segExtent = v0.distanceTo( v1 ) * 0.5;
+		var diff = this.origin.clone().sub( segCenter );
+		var a01 = - this.direction.dot( segDir );
+		var b0 = diff.dot( this.direction );
+		var b1 = - diff.dot( segDir );
+		var c = diff.lengthSq();
+		var det = Math.abs( 1 - a01 * a01 );
+		var s0, s1, sqrDist, extDet;
+
+		if ( det >= 0 ) {
+
+			// The ray and segment are not parallel.
+
+			s0 = a01 * b1 - b0;
+			s1 = a01 * b0 - b1;
+			extDet = segExtent * det;
+
+			if ( s0 >= 0 ) {
+
+				if ( s1 >= - extDet ) {
+
+					if ( s1 <= extDet ) {
+
+						// region 0
+						// Minimum at interior points of ray and segment.
+
+						var invDet = 1 / det;
+						s0 *= invDet;
+						s1 *= invDet;
+						sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
+
+					} else {
+
+						// region 1
+
+						s1 = segExtent;
+						s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+						sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+					}
+
+				} else {
+
+					// region 5
+
+					s1 = - segExtent;
+					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+				}
+
+			} else {
+
+				if ( s1 <= - extDet ) {
+
+					// region 4
+
+					s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
+					s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+				} else if ( s1 <= extDet ) {
+
+					// region 3
+
+					s0 = 0;
+					s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
+					sqrDist = s1 * ( s1 + 2 * b1 ) + c;
+
+				} else {
+
+					// region 2
+
+					s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
+					s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+				}
+
+			}
+
+		} else {
+
+			// Ray and segment are parallel.
+
+			s1 = ( a01 > 0 ) ? - segExtent : segExtent;
+			s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+			sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+		}
+
+		if ( optionalPointOnRay ) {
+
+			optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
+
+		}
+
+		if ( optionalPointOnSegment ) {
+
+			optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
+
+		}
+
+		return sqrDist;
+
+	},
+
+	isIntersectionSphere: function ( sphere ) {
+
+		return this.distanceToPoint( sphere.center ) <= sphere.radius;
+
+	},
+
+	intersectSphere: function () {
+
+		// from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
+
+		var v1 = new THREE.Vector3();
+
+		return function ( sphere, optionalTarget ) {
+
+			v1.subVectors( sphere.center, this.origin );
+
+			var tca = v1.dot( this.direction );
+
+			var d2 = v1.dot( v1 ) - tca * tca;
+
+			var radius2 = sphere.radius * sphere.radius;
+
+			if ( d2 > radius2 ) return null;
+
+			var thc = Math.sqrt( radius2 - d2 );
+
+			// t0 = first intersect point - entrance on front of sphere
+			var t0 = tca - thc;
+
+			// t1 = second intersect point - exit point on back of sphere
+			var t1 = tca + thc;
+
+			// test to see if both t0 and t1 are behind the ray - if so, return null
+			if ( t0 < 0 && t1 < 0 ) return null;
+
+			// test to see if t0 is behind the ray:
+			// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
+			// in order to always return an intersect point that is in front of the ray.
+			if ( t0 < 0 ) return this.at( t1, optionalTarget );
+
+			// else t0 is in front of the ray, so return the first collision point scaled by t0 
+			return this.at( t0, optionalTarget );
+
+		}
+
+	}(),
+
+	isIntersectionPlane: function ( plane ) {
+
+		// check if the ray lies on the plane first
+
+		var distToPoint = plane.distanceToPoint( this.origin );
+
+		if ( distToPoint === 0 ) {
+
+			return true;
+
+		}
+
+		var denominator = plane.normal.dot( this.direction );
+
+		if ( denominator * distToPoint < 0 ) {
+
+			return true;
+
+		}
+
+		// ray origin is behind the plane (and is pointing behind it)
+
+		return false;
+
+	},
+
+	distanceToPlane: function ( plane ) {
+
+		var denominator = plane.normal.dot( this.direction );
+		if ( denominator == 0 ) {
+
+			// line is coplanar, return origin
+			if ( plane.distanceToPoint( this.origin ) == 0 ) {
+
+				return 0;
+
+			}
+
+			// Null is preferable to undefined since undefined means.... it is undefined
+
+			return null;
+
+		}
+
+		var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+		// Return if the ray never intersects the plane
+
+		return t >= 0 ? t :  null;
+
+	},
+
+	intersectPlane: function ( plane, optionalTarget ) {
+
+		var t = this.distanceToPlane( plane );
+
+		if ( t === null ) {
+
+			return null;
+		}
+
+		return this.at( t, optionalTarget );
+
+	},
+
+	isIntersectionBox: function () {
+
+		var v = new THREE.Vector3();
+
+		return function ( box ) {
+
+			return this.intersectBox( box, v ) !== null;
+
+		};
+
+	}(),
+
+	intersectBox: function ( box, optionalTarget ) {
+
+		// http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
+
+		var tmin,tmax,tymin,tymax,tzmin,tzmax;
+
+		var invdirx = 1 / this.direction.x,
+			invdiry = 1 / this.direction.y,
+			invdirz = 1 / this.direction.z;
+
+		var origin = this.origin;
+
+		if ( invdirx >= 0 ) {
+
+			tmin = ( box.min.x - origin.x ) * invdirx;
+			tmax = ( box.max.x - origin.x ) * invdirx;
+
+		} else {
+
+			tmin = ( box.max.x - origin.x ) * invdirx;
+			tmax = ( box.min.x - origin.x ) * invdirx;
+		}
+
+		if ( invdiry >= 0 ) {
+
+			tymin = ( box.min.y - origin.y ) * invdiry;
+			tymax = ( box.max.y - origin.y ) * invdiry;
+
+		} else {
+
+			tymin = ( box.max.y - origin.y ) * invdiry;
+			tymax = ( box.min.y - origin.y ) * invdiry;
+		}
+
+		if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
+
+		// These lines also handle the case where tmin or tmax is NaN
+		// (result of 0 * Infinity). x !== x returns true if x is NaN
+
+		if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
+
+		if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
+
+		if ( invdirz >= 0 ) {
+
+			tzmin = ( box.min.z - origin.z ) * invdirz;
+			tzmax = ( box.max.z - origin.z ) * invdirz;
+
+		} else {
+
+			tzmin = ( box.max.z - origin.z ) * invdirz;
+			tzmax = ( box.min.z - origin.z ) * invdirz;
+		}
+
+		if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
+
+		if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
+
+		if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
+
+		//return point closest to the ray (positive side)
+
+		if ( tmax < 0 ) return null;
+
+		return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
+
+	},
+
+	intersectTriangle: function () {
+
+		// Compute the offset origin, edges, and normal.
+		var diff = new THREE.Vector3();
+		var edge1 = new THREE.Vector3();
+		var edge2 = new THREE.Vector3();
+		var normal = new THREE.Vector3();
+
+		return function ( a, b, c, backfaceCulling, optionalTarget ) {
+
+			// from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
+
+			edge1.subVectors( b, a );
+			edge2.subVectors( c, a );
+			normal.crossVectors( edge1, edge2 );
+
+			// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
+			// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
+			//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
+			//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
+			//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
+			var DdN = this.direction.dot( normal );
+			var sign;
+
+			if ( DdN > 0 ) {
+
+				if ( backfaceCulling ) return null;
+				sign = 1;
+
+			} else if ( DdN < 0 ) {
+
+				sign = - 1;
+				DdN = - DdN;
+
+			} else {
+
+				return null;
+
+			}
+
+			diff.subVectors( this.origin, a );
+			var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
+
+			// b1 < 0, no intersection
+			if ( DdQxE2 < 0 ) {
+
+				return null;
+
+			}
+
+			var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
+
+			// b2 < 0, no intersection
+			if ( DdE1xQ < 0 ) {
+
+				return null;
+
+			}
+
+			// b1+b2 > 1, no intersection
+			if ( DdQxE2 + DdE1xQ > DdN ) {
+
+				return null;
+
+			}
+
+			// Line intersects triangle, check if ray does.
+			var QdN = - sign * diff.dot( normal );
+
+			// t < 0, no intersection
+			if ( QdN < 0 ) {
+
+				return null;
+
+			}
+
+			// Ray intersects triangle.
+			return this.at( QdN / DdN, optionalTarget );
+
+		};
+
+	}(),
+
+	applyMatrix4: function ( matrix4 ) {
+
+		this.direction.add( this.origin ).applyMatrix4( matrix4 );
+		this.origin.applyMatrix4( matrix4 );
+		this.direction.sub( this.origin );
+		this.direction.normalize();
+
+		return this;
+	},
+
+	equals: function ( ray ) {
+
+		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Ray().copy( this );
+
+	}
+
+};
+
+// File:src/math/Sphere.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Sphere = function ( center, radius ) {
+
+	this.center = ( center !== undefined ) ? center : new THREE.Vector3();
+	this.radius = ( radius !== undefined ) ? radius : 0;
+
+};
+
+THREE.Sphere.prototype = {
+
+	constructor: THREE.Sphere,
+
+	set: function ( center, radius ) {
+
+		this.center.copy( center );
+		this.radius = radius;
+
+		return this;
+	},
+
+	setFromPoints: function () {
+
+		var box = new THREE.Box3();
+
+		return function ( points, optionalCenter ) {
+
+			var center = this.center;
+
+			if ( optionalCenter !== undefined ) {
+
+				center.copy( optionalCenter );
+
+			} else {
+
+				box.setFromPoints( points ).center( center );
+
+			}
+
+			var maxRadiusSq = 0;
+
+			for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
+
+			}
+
+			this.radius = Math.sqrt( maxRadiusSq );
+
+			return this;
+
+		};
+
+	}(),
+
+	copy: function ( sphere ) {
+
+		this.center.copy( sphere.center );
+		this.radius = sphere.radius;
+
+		return this;
+
+	},
+
+	empty: function () {
+
+		return ( this.radius <= 0 );
+
+	},
+
+	containsPoint: function ( point ) {
+
+		return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
+
+	},
+
+	distanceToPoint: function ( point ) {
+
+		return ( point.distanceTo( this.center ) - this.radius );
+
+	},
+
+	intersectsSphere: function ( sphere ) {
+
+		var radiusSum = this.radius + sphere.radius;
+
+		return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
+
+	},
+
+	clampPoint: function ( point, optionalTarget ) {
+
+		var deltaLengthSq = this.center.distanceToSquared( point );
+
+		var result = optionalTarget || new THREE.Vector3();
+		result.copy( point );
+
+		if ( deltaLengthSq > ( this.radius * this.radius ) ) {
+
+			result.sub( this.center ).normalize();
+			result.multiplyScalar( this.radius ).add( this.center );
+
+		}
+
+		return result;
+
+	},
+
+	getBoundingBox: function ( optionalTarget ) {
+
+		var box = optionalTarget || new THREE.Box3();
+
+		box.set( this.center, this.center );
+		box.expandByScalar( this.radius );
+
+		return box;
+
+	},
+
+	applyMatrix4: function ( matrix ) {
+
+		this.center.applyMatrix4( matrix );
+		this.radius = this.radius * matrix.getMaxScaleOnAxis();
+
+		return this;
+
+	},
+
+	translate: function ( offset ) {
+
+		this.center.add( offset );
+
+		return this;
+
+	},
+
+	equals: function ( sphere ) {
+
+		return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Sphere().copy( this );
+
+	}
+
+};
+
+// File:src/math/Frustum.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
+
+	this.planes = [
+
+		( p0 !== undefined ) ? p0 : new THREE.Plane(),
+		( p1 !== undefined ) ? p1 : new THREE.Plane(),
+		( p2 !== undefined ) ? p2 : new THREE.Plane(),
+		( p3 !== undefined ) ? p3 : new THREE.Plane(),
+		( p4 !== undefined ) ? p4 : new THREE.Plane(),
+		( p5 !== undefined ) ? p5 : new THREE.Plane()
+
+	];
+
+};
+
+THREE.Frustum.prototype = {
+
+	constructor: THREE.Frustum,
+
+	set: function ( p0, p1, p2, p3, p4, p5 ) {
+
+		var planes = this.planes;
+
+		planes[ 0 ].copy( p0 );
+		planes[ 1 ].copy( p1 );
+		planes[ 2 ].copy( p2 );
+		planes[ 3 ].copy( p3 );
+		planes[ 4 ].copy( p4 );
+		planes[ 5 ].copy( p5 );
+
+		return this;
+
+	},
+
+	copy: function ( frustum ) {
+
+		var planes = this.planes;
+
+		for ( var i = 0; i < 6; i ++ ) {
+
+			planes[ i ].copy( frustum.planes[ i ] );
+
+		}
+
+		return this;
+
+	},
+
+	setFromMatrix: function ( m ) {
+
+		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 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
+		planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
+		planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
+		planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
+		planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
+		planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
+
+		return this;
+
+	},
+
+	intersectsObject: function () {
+
+		var sphere = new THREE.Sphere();
+
+		return function ( object ) {
+
+			var geometry = object.geometry;
+
+			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+			sphere.copy( geometry.boundingSphere );
+			sphere.applyMatrix4( object.matrixWorld );
+
+			return this.intersectsSphere( sphere );
+
+		};
+
+	}(),
+
+	intersectsSphere: function ( sphere ) {
+
+		var planes = this.planes;
+		var center = sphere.center;
+		var negRadius = - sphere.radius;
+
+		for ( var i = 0; i < 6; i ++ ) {
+
+			var distance = planes[ i ].distanceToPoint( center );
+
+			if ( distance < negRadius ) {
+
+				return false;
+
+			}
+
+		}
+
+		return true;
+
+	},
+
+	intersectsBox: function () {
+
+		var p1 = new THREE.Vector3(),
+			p2 = new THREE.Vector3();
+
+		return function ( box ) {
+
+			var planes = this.planes;
+
+			for ( var i = 0; i < 6 ; i ++ ) {
+
+				var plane = planes[ i ];
+
+				p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
+				p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
+				p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
+				p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
+				p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
+				p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
+
+				var d1 = plane.distanceToPoint( p1 );
+				var d2 = plane.distanceToPoint( p2 );
+
+				// if both outside plane, no intersection
+
+				if ( d1 < 0 && d2 < 0 ) {
+
+					return false;
+
+				}
+			}
+
+			return true;
+		};
+
+	}(),
+
+
+	containsPoint: function ( point ) {
+
+		var planes = this.planes;
+
+		for ( var i = 0; i < 6; i ++ ) {
+
+			if ( planes[ i ].distanceToPoint( point ) < 0 ) {
+
+				return false;
+
+			}
+
+		}
+
+		return true;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Frustum().copy( this );
+
+	}
+
+};
+
+// File:src/math/Plane.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Plane = function ( normal, constant ) {
+
+	this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
+	this.constant = ( constant !== undefined ) ? constant : 0;
+
+};
+
+THREE.Plane.prototype = {
+
+	constructor: THREE.Plane,
+
+	set: function ( normal, constant ) {
+
+		this.normal.copy( normal );
+		this.constant = constant;
+
+		return this;
+
+	},
+
+	setComponents: function ( x, y, z, w ) {
+
+		this.normal.set( x, y, z );
+		this.constant = w;
+
+		return this;
+
+	},
+
+	setFromNormalAndCoplanarPoint: function ( normal, point ) {
+
+		this.normal.copy( normal );
+		this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized
+
+		return this;
+
+	},
+
+	setFromCoplanarPoints: function () {
+
+		var v1 = new THREE.Vector3();
+		var v2 = new THREE.Vector3();
+
+		return function ( a, b, c ) {
+
+			var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
+
+			// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+
+			this.setFromNormalAndCoplanarPoint( normal, a );
+
+			return this;
+
+		};
+
+	}(),
+
+
+	copy: function ( plane ) {
+
+		this.normal.copy( plane.normal );
+		this.constant = plane.constant;
+
+		return this;
+
+	},
+
+	normalize: function () {
+
+		// Note: will lead to a divide by zero if the plane is invalid.
+
+		var inverseNormalLength = 1.0 / this.normal.length();
+		this.normal.multiplyScalar( inverseNormalLength );
+		this.constant *= inverseNormalLength;
+
+		return this;
+
+	},
+
+	negate: function () {
+
+		this.constant *= - 1;
+		this.normal.negate();
+
+		return this;
+
+	},
+
+	distanceToPoint: function ( point ) {
+
+		return this.normal.dot( point ) + this.constant;
+
+	},
+
+	distanceToSphere: function ( sphere ) {
+
+		return this.distanceToPoint( sphere.center ) - sphere.radius;
+
+	},
+
+	projectPoint: function ( point, optionalTarget ) {
+
+		return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
+
+	},
+
+	orthoPoint: function ( point, optionalTarget ) {
+
+		var perpendicularMagnitude = this.distanceToPoint( point );
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
+
+	},
+
+	isIntersectionLine: function ( line ) {
+
+		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+
+		var startSign = this.distanceToPoint( line.start );
+		var endSign = this.distanceToPoint( line.end );
+
+		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+
+	},
+
+	intersectLine: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( line, optionalTarget ) {
+
+			var result = optionalTarget || new THREE.Vector3();
+
+			var direction = line.delta( v1 );
+
+			var denominator = this.normal.dot( direction );
+
+			if ( denominator == 0 ) {
+
+				// line is coplanar, return origin
+				if ( this.distanceToPoint( line.start ) == 0 ) {
+
+					return result.copy( line.start );
+
+				}
+
+				// Unsure if this is the correct method to handle this case.
+				return undefined;
+
+			}
+
+			var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
+
+			if ( t < 0 || t > 1 ) {
+
+				return undefined;
+
+			}
+
+			return result.copy( direction ).multiplyScalar( t ).add( line.start );
+
+		};
+
+	}(),
+
+
+	coplanarPoint: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.copy( this.normal ).multiplyScalar( - this.constant );
+
+	},
+
+	applyMatrix4: function () {
+
+		var v1 = new THREE.Vector3();
+		var v2 = new THREE.Vector3();
+		var m1 = new THREE.Matrix3();
+
+		return function ( matrix, optionalNormalMatrix ) {
+
+			// compute new normal based on theory here:
+			// http://www.songho.ca/opengl/gl_normaltransform.html
+			var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
+			var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
+
+			var newCoplanarPoint = this.coplanarPoint( v2 );
+			newCoplanarPoint.applyMatrix4( matrix );
+
+			this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
+
+			return this;
+
+		};
+
+	}(),
+
+	translate: function ( offset ) {
+
+		this.constant = this.constant - offset.dot( this.normal );
+
+		return this;
+
+	},
+
+	equals: function ( plane ) {
+
+		return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Plane().copy( this );
+
+	}
+
+};
+
+// File:src/math/Math.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Math = {
+
+	generateUUID: function () {
+
+		// http://www.broofa.com/Tools/Math.uuid.htm
+
+		var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
+		var uuid = new Array( 36 );
+		var rnd = 0, r;
+
+		return function () {
+
+			for ( var i = 0; i < 36; i ++ ) {
+
+				if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
+
+					uuid[ i ] = '-';
+
+				} else if ( i == 14 ) {
+
+					uuid[ i ] = '4';
+
+				} else {
+
+					if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
+					r = rnd & 0xf;
+					rnd = rnd >> 4;
+					uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
+
+				}
+			}
+
+			return uuid.join( '' );
+
+		};
+
+	}(),
+
+	// 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 );
+
+	},
+
+	// http://en.wikipedia.org/wiki/Smoothstep
+
+	smoothstep: function ( x, min, max ) {
+
+		if ( x <= min ) return 0;
+		if ( x >= max ) return 1;
+
+		x = ( x - min ) / ( max - min );
+
+		return x * x * ( 3 - 2 * x );
+
+	},
+
+	smootherstep: function ( x, min, max ) {
+
+		if ( x <= min ) return 0;
+		if ( x >= max ) return 1;
+
+		x = ( x - min ) / ( max - min );
+
+		return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
+
+	},
+
+	// 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 Math.floor( this.randFloat( low, high ) );
+
+	},
+
+	// 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() );
+
+	},
+
+	degToRad: function () {
+
+		var degreeToRadiansFactor = Math.PI / 180;
+
+		return function ( degrees ) {
+
+			return degrees * degreeToRadiansFactor;
+
+		};
+
+	}(),
+
+	radToDeg: function () {
+
+		var radianToDegreesFactor = 180 / Math.PI;
+
+		return function ( radians ) {
+
+			return radians * radianToDegreesFactor;
+
+		};
+
+	}(),
+
+	isPowerOfTwo: function ( value ) {
+
+		return ( value & ( value - 1 ) ) === 0 && value !== 0;
+
+	},
+
+	nextPowerOfTwo: function ( value ) {
+
+		value --;
+		value |= value >> 1;
+		value |= value >> 2;
+		value |= value >> 4;
+		value |= value >> 8;
+		value |= value >> 16;
+		value ++;
+
+		return value;
+
+	}
+
+};
+
+// File:src/math/Spline.js
+
+/**
+ * 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,
+			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;
+
+	};
+
+};
+
+// File:src/math/Triangle.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Triangle = function ( a, b, c ) {
+
+	this.a = ( a !== undefined ) ? a : new THREE.Vector3();
+	this.b = ( b !== undefined ) ? b : new THREE.Vector3();
+	this.c = ( c !== undefined ) ? c : new THREE.Vector3();
+
+};
+
+THREE.Triangle.normal = function () {
+
+	var v0 = new THREE.Vector3();
+
+	return function ( a, b, c, optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		result.subVectors( c, b );
+		v0.subVectors( a, b );
+		result.cross( v0 );
+
+		var resultLengthSq = result.lengthSq();
+		if ( resultLengthSq > 0 ) {
+
+			return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
+
+		}
+
+		return result.set( 0, 0, 0 );
+
+	};
+
+}();
+
+// static/instance method to calculate barycoordinates
+// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
+THREE.Triangle.barycoordFromPoint = function () {
+
+	var v0 = new THREE.Vector3();
+	var v1 = new THREE.Vector3();
+	var v2 = new THREE.Vector3();
+
+	return function ( point, a, b, c, optionalTarget ) {
+
+		v0.subVectors( c, a );
+		v1.subVectors( b, a );
+		v2.subVectors( point, 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 denom = ( dot00 * dot11 - dot01 * dot01 );
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		// colinear or singular triangle
+		if ( denom == 0 ) {
+			// arbitrary location outside of triangle?
+			// not sure if this is the best idea, maybe should be returning undefined
+			return result.set( - 2, - 1, - 1 );
+		}
+
+		var invDenom = 1 / denom;
+		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+		// barycoordinates must always sum to 1
+		return result.set( 1 - u - v, v, u );
+
+	};
+
+}();
+
+THREE.Triangle.containsPoint = function () {
+
+	var v1 = new THREE.Vector3();
+
+	return function ( point, a, b, c ) {
+
+		var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
+
+		return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
+
+	};
+
+}();
+
+THREE.Triangle.prototype = {
+
+	constructor: THREE.Triangle,
+
+	set: function ( a, b, c ) {
+
+		this.a.copy( a );
+		this.b.copy( b );
+		this.c.copy( c );
+
+		return this;
+
+	},
+
+	setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
+
+		this.a.copy( points[ i0 ] );
+		this.b.copy( points[ i1 ] );
+		this.c.copy( points[ i2 ] );
+
+		return this;
+
+	},
+
+	copy: function ( triangle ) {
+
+		this.a.copy( triangle.a );
+		this.b.copy( triangle.b );
+		this.c.copy( triangle.c );
+
+		return this;
+
+	},
+
+	area: function () {
+
+		var v0 = new THREE.Vector3();
+		var v1 = new THREE.Vector3();
+
+		return function () {
+
+			v0.subVectors( this.c, this.b );
+			v1.subVectors( this.a, this.b );
+
+			return v0.cross( v1 ).length() * 0.5;
+
+		};
+
+	}(),
+
+	midpoint: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+		return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
+
+	},
+
+	normal: function ( optionalTarget ) {
+
+		return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
+
+	},
+
+	plane: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Plane();
+
+		return result.setFromCoplanarPoints( this.a, this.b, this.c );
+
+	},
+
+	barycoordFromPoint: function ( point, optionalTarget ) {
+
+		return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
+
+	},
+
+	containsPoint: function ( point ) {
+
+		return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
+
+	},
+
+	equals: function ( triangle ) {
+
+		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
+
+	},
+
+	clone: function () {
+
+		return new THREE.Triangle().copy( this );
+
+	}
+
+};
+
+// File:src/core/Clock.js
+
+/**
+ * @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 = {
+
+	constructor: THREE.Clock,
+
+	start: function () {
+
+		this.startTime = self.performance !== undefined && self.performance.now !== undefined
+					 ? self.performance.now()
+					 : Date.now();
+
+		this.oldTime = this.startTime;
+		this.running = true;
+	},
+
+	stop: function () {
+
+		this.getElapsedTime();
+		this.running = false;
+
+	},
+
+	getElapsedTime: function () {
+
+		this.getDelta();
+		return this.elapsedTime;
+
+	},
+
+	getDelta: function () {
+
+		var diff = 0;
+
+		if ( this.autoStart && ! this.running ) {
+
+			this.start();
+
+		}
+
+		if ( this.running ) {
+
+			var newTime = self.performance !== undefined && self.performance.now !== undefined
+					 ? self.performance.now()
+					 : Date.now();
+
+			diff = 0.001 * ( newTime - this.oldTime );
+			this.oldTime = newTime;
+
+			this.elapsedTime += diff;
+
+		}
+
+		return diff;
+
+	}
+
+};
+
+// File:src/core/EventDispatcher.js
+
+/**
+ * https://github.com/mrdoob/eventdispatcher.js/
+ */
+
+THREE.EventDispatcher = function () {}
+
+THREE.EventDispatcher.prototype = {
+
+	constructor: THREE.EventDispatcher,
+
+	apply: function ( object ) {
+
+		object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
+		object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
+		object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
+		object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
+
+	},
+
+	addEventListener: function ( type, listener ) {
+
+		if ( this._listeners === undefined ) this._listeners = {};
+
+		var listeners = this._listeners;
+
+		if ( listeners[ type ] === undefined ) {
+
+			listeners[ type ] = [];
+
+		}
+
+		if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+			listeners[ type ].push( listener );
+
+		}
+
+	},
+
+	hasEventListener: function ( type, listener ) {
+
+		if ( this._listeners === undefined ) return false;
+
+		var listeners = this._listeners;
+
+		if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
+
+			return true;
+
+		}
+
+		return false;
+
+	},
+
+	removeEventListener: function ( type, listener ) {
+
+		if ( this._listeners === undefined ) return;
+
+		var listeners = this._listeners;
+		var listenerArray = listeners[ type ];
+
+		if ( listenerArray !== undefined ) {
+
+			var index = listenerArray.indexOf( listener );
+
+			if ( index !== - 1 ) {
+
+				listenerArray.splice( index, 1 );
+
+			}
+
+		}
+
+	},
+
+	dispatchEvent: function ( event ) {
+
+		if ( this._listeners === undefined ) return;
+
+		var listeners = this._listeners;
+		var listenerArray = listeners[ event.type ];
+
+		if ( listenerArray !== undefined ) {
+
+			event.target = this;
+
+			var array = [];
+			var length = listenerArray.length;
+
+			for ( var i = 0; i < length; i ++ ) {
+
+				array[ i ] = listenerArray[ i ];
+
+			}
+
+			for ( var i = 0; i < length; i ++ ) {
+
+				array[ i ].call( this, event );
+
+			}
+
+		}
+
+	}
+
+};
+
+// File:src/core/Raycaster.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author bhouston / http://exocortex.com/
+ * @author stephomi / http://stephaneginier.com/
+ */
+
+//( function ( THREE ) {
+
+	THREE.Raycaster = function ( origin, direction, near, far ) {
+
+		this.ray = new THREE.Ray( origin, direction );
+		// direction is assumed to be normalized (for accurate distance calculations)
+
+		this.near = near || 0;
+		this.far = far || Infinity;
+
+		this.params = {
+			Sprite: {},
+			Mesh: {},
+			PointCloud: { threshold: 1 },
+			LOD: {},
+			Line: {}
+		};
+
+	};
+
+	var descSort = function ( a, b ) {
+
+		return a.distance - b.distance;
+
+	};
+
+	var intersectObject = function ( object, raycaster, intersects, recursive ) {
+
+		object.raycast( raycaster, intersects );
+
+		if ( recursive === true ) {
+
+			var children = object.children;
+
+			for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+				intersectObject( children[ i ], raycaster, intersects, true );
+
+			}
+
+		}
+
+	};
+
+	//
+
+	THREE.Raycaster.prototype = {
+
+		constructor: THREE.Raycaster,
+
+		precision: 0.0001,
+		linePrecision: 1,
+
+		set: function ( origin, direction ) {
+
+			// direction is assumed to be normalized (for accurate distance calculations)
+
+			this.ray.set( origin, direction );
+
+		},
+
+		setFromCamera: function ( coords, camera ) {
+
+			// camera is assumed _not_ to be a child of a transformed object
+
+			if ( camera instanceof THREE.PerspectiveCamera ) {
+
+				this.ray.origin.copy( camera.position );
+				this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( camera.position ).normalize();
+
+			} else if ( camera instanceof THREE.OrthographicCamera ) {
+
+				this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera );
+				this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
+
+			} else {
+
+				THREE.error( 'THREE.Raycaster: Unsupported camera type.' );
+
+			}
+
+		},
+
+		intersectObject: function ( object, recursive ) {
+
+			var intersects = [];
+
+			intersectObject( object, this, intersects, recursive );
+
+			intersects.sort( descSort );
+
+			return intersects;
+
+		},
+
+		intersectObjects: function ( objects, recursive ) {
+
+			var intersects = [];
+
+			if ( objects instanceof Array === false ) {
+
+				THREE.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
+				return intersects;
+
+			}
+
+			for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+				intersectObject( objects[ i ], this, intersects, recursive );
+
+			}
+
+			intersects.sort( descSort );
+
+			return intersects;
+
+		}
+
+	};
+
+//}( THREE ) );
+
+// File:src/core/Object3D.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Object3D = function () {
+
+	Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
+
+	this.uuid = THREE.Math.generateUUID();
+
+	this.name = '';
+	this.type = 'Object3D';
+
+	this.parent = undefined;
+	this.children = [];
+
+	this.up = THREE.Object3D.DefaultUp.clone();
+
+	var position = new THREE.Vector3();
+	var rotation = new THREE.Euler();
+	var quaternion = new THREE.Quaternion();
+	var scale = new THREE.Vector3( 1, 1, 1 );
+
+	var onRotationChange = function () {
+		quaternion.setFromEuler( rotation, false );
+	};
+
+	var onQuaternionChange = function () {
+		rotation.setFromQuaternion( quaternion, undefined, false );
+	};
+
+	rotation.onChange( onRotationChange );
+	quaternion.onChange( onQuaternionChange );
+
+	Object.defineProperties( this, {
+		position: {
+			enumerable: true,
+			value: position
+		},
+		rotation: {
+			enumerable: true,
+			value: rotation
+		},
+		quaternion: {
+			enumerable: true,
+			value: quaternion
+		},
+		scale: {
+			enumerable: true,
+			value: scale
+		}
+	} );
+
+	this.rotationAutoUpdate = true;
+
+	this.matrix = new THREE.Matrix4();
+	this.matrixWorld = new THREE.Matrix4();
+
+	this.matrixAutoUpdate = true;
+	this.matrixWorldNeedsUpdate = false;
+
+	this.visible = true;
+
+	this.castShadow = false;
+	this.receiveShadow = false;
+
+	this.frustumCulled = true;
+	this.renderOrder = 0;
+
+	this.userData = {};
+
+};
+
+THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
+
+THREE.Object3D.prototype = {
+
+	constructor: THREE.Object3D,
+
+	get eulerOrder () {
+
+		THREE.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
+
+		return this.rotation.order;
+
+	},
+
+	set eulerOrder ( value ) {
+
+		THREE.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
+
+		this.rotation.order = value;
+
+	},
+
+	get useQuaternion () {
+
+		THREE.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
+
+	},
+
+	set useQuaternion ( value ) {
+
+		THREE.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
+
+	},
+
+	applyMatrix: function ( matrix ) {
+
+		this.matrix.multiplyMatrices( matrix, this.matrix );
+
+		this.matrix.decompose( this.position, this.quaternion, this.scale );
+
+	},
+
+	setRotationFromAxisAngle: function ( axis, angle ) {
+
+		// assumes axis is normalized
+
+		this.quaternion.setFromAxisAngle( axis, angle );
+
+	},
+
+	setRotationFromEuler: function ( euler ) {
+
+		this.quaternion.setFromEuler( euler, true );
+
+	},
+
+	setRotationFromMatrix: function ( m ) {
+
+		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+		this.quaternion.setFromRotationMatrix( m );
+
+	},
+
+	setRotationFromQuaternion: function ( q ) {
+
+		// assumes q is normalized
+
+		this.quaternion.copy( q );
+
+	},
+
+	rotateOnAxis: function () {
+
+		// rotate object on axis in object space
+		// axis is assumed to be normalized
+
+		var q1 = new THREE.Quaternion();
+
+		return function ( axis, angle ) {
+
+			q1.setFromAxisAngle( axis, angle );
+
+			this.quaternion.multiply( q1 );
+
+			return this;
+
+		}
+
+	}(),
+
+	rotateX: function () {
+
+		var v1 = new THREE.Vector3( 1, 0, 0 );
+
+		return function ( angle ) {
+
+			return this.rotateOnAxis( v1, angle );
+
+		};
+
+	}(),
+
+	rotateY: function () {
+
+		var v1 = new THREE.Vector3( 0, 1, 0 );
+
+		return function ( angle ) {
+
+			return this.rotateOnAxis( v1, angle );
+
+		};
+
+	}(),
+
+	rotateZ: function () {
+
+		var v1 = new THREE.Vector3( 0, 0, 1 );
+
+		return function ( angle ) {
+
+			return this.rotateOnAxis( v1, angle );
+
+		};
+
+	}(),
+
+	translateOnAxis: function () {
+
+		// translate object by distance along axis in object space
+		// axis is assumed to be normalized
+
+		var v1 = new THREE.Vector3();
+
+		return function ( axis, distance ) {
+
+			v1.copy( axis ).applyQuaternion( this.quaternion );
+
+			this.position.add( v1.multiplyScalar( distance ) );
+
+			return this;
+
+		}
+
+	}(),
+
+	translate: function ( distance, axis ) {
+
+		THREE.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
+		return this.translateOnAxis( axis, distance );
+
+	},
+
+	translateX: function () {
+
+		var v1 = new THREE.Vector3( 1, 0, 0 );
+
+		return function ( distance ) {
+
+			return this.translateOnAxis( v1, distance );
+
+		};
+
+	}(),
+
+	translateY: function () {
+
+		var v1 = new THREE.Vector3( 0, 1, 0 );
+
+		return function ( distance ) {
+
+			return this.translateOnAxis( v1, distance );
+
+		};
+
+	}(),
+
+	translateZ: function () {
+
+		var v1 = new THREE.Vector3( 0, 0, 1 );
+
+		return function ( distance ) {
+
+			return this.translateOnAxis( v1, distance );
+
+		};
+
+	}(),
+
+	localToWorld: function ( vector ) {
+
+		return vector.applyMatrix4( this.matrixWorld );
+
+	},
+
+	worldToLocal: function () {
+
+		var m1 = new THREE.Matrix4();
+
+		return function ( vector ) {
+
+			return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
+
+		};
+
+	}(),
+
+	lookAt: function () {
+
+		// This routine does not support objects with rotated and/or translated parent(s)
+
+		var m1 = new THREE.Matrix4();
+
+		return function ( vector ) {
+
+			m1.lookAt( vector, this.position, this.up );
+
+			this.quaternion.setFromRotationMatrix( m1 );
+
+		};
+
+	}(),
+
+	add: function ( object ) {
+
+		if ( arguments.length > 1 ) {
+
+			for ( var i = 0; i < arguments.length; i ++ ) {
+
+				this.add( arguments[ i ] );
+
+			}
+
+			return this;
+
+		};
+
+		if ( object === this ) {
+
+			THREE.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
+			return this;
+
+		}
+
+		if ( object instanceof THREE.Object3D ) {
+
+			if ( object.parent !== undefined ) {
+
+				object.parent.remove( object );
+
+			}
+
+			object.parent = this;
+			object.dispatchEvent( { type: 'added' } );
+
+			this.children.push( object );
+
+		} else {
+
+			THREE.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
+
+		}
+
+		return this;
+
+	},
+
+	remove: function ( object ) {
+
+		if ( arguments.length > 1 ) {
+
+			for ( var i = 0; i < arguments.length; i ++ ) {
+
+				this.remove( arguments[ i ] );
+
+			}
+
+		};
+
+		var index = this.children.indexOf( object );
+
+		if ( index !== - 1 ) {
+
+			object.parent = undefined;
+
+			object.dispatchEvent( { type: 'removed' } );
+
+			this.children.splice( index, 1 );
+
+		}
+
+	},
+
+	getChildByName: function ( name ) {
+
+		THREE.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
+		return this.getObjectByName( name );
+
+	},
+
+	getObjectById: function ( id ) {
+
+		return this.getObjectByProperty( 'id', id );
+
+	},
+
+	getObjectByName: function ( name ) {
+
+		return this.getObjectByProperty( 'name', name );
+
+	},
+
+	getObjectByProperty: function ( name, value ) {
+
+		if ( this[ name ] === value ) return this;
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			var child = this.children[ i ];
+			var object = child.getObjectByProperty( name, value );
+
+			if ( object !== undefined ) {
+
+				return object;
+
+			}
+
+		}
+
+		return undefined;
+
+	},
+
+	getWorldPosition: function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		this.updateMatrixWorld( true );
+
+		return result.setFromMatrixPosition( this.matrixWorld );
+
+	},
+
+	getWorldQuaternion: function () {
+
+		var position = new THREE.Vector3();
+		var scale = new THREE.Vector3();
+
+		return function ( optionalTarget ) {
+
+			var result = optionalTarget || new THREE.Quaternion();
+
+			this.updateMatrixWorld( true );
+
+			this.matrixWorld.decompose( position, result, scale );
+
+			return result;
+
+		}
+
+	}(),
+
+	getWorldRotation: function () {
+
+		var quaternion = new THREE.Quaternion();
+
+		return function ( optionalTarget ) {
+
+			var result = optionalTarget || new THREE.Euler();
+
+			this.getWorldQuaternion( quaternion );
+
+			return result.setFromQuaternion( quaternion, this.rotation.order, false );
+
+		}
+
+	}(),
+
+	getWorldScale: function () {
+
+		var position = new THREE.Vector3();
+		var quaternion = new THREE.Quaternion();
+
+		return function ( optionalTarget ) {
+
+			var result = optionalTarget || new THREE.Vector3();
+
+			this.updateMatrixWorld( true );
+
+			this.matrixWorld.decompose( position, quaternion, result );
+
+			return result;
+
+		}
+
+	}(),
+
+	getWorldDirection: function () {
+
+		var quaternion = new THREE.Quaternion();
+
+		return function ( optionalTarget ) {
+
+			var result = optionalTarget || new THREE.Vector3();
+
+			this.getWorldQuaternion( quaternion );
+
+			return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
+
+		}
+
+	}(),
+
+	raycast: function () {},
+
+	traverse: function ( callback ) {
+
+		callback( this );
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			this.children[ i ].traverse( callback );
+
+		}
+
+	},
+
+	traverseVisible: function ( callback ) {
+
+		if ( this.visible === false ) return;
+
+		callback( this );
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			this.children[ i ].traverseVisible( callback );
+
+		}
+
+	},
+
+	traverseAncestors: function ( callback ) {
+
+		if ( this.parent ) {
+
+			callback( this.parent );
+
+			this.parent.traverseAncestors( callback );
+
+		}
+
+	},
+
+	updateMatrix: function () {
+
+		this.matrix.compose( this.position, this.quaternion, this.scale );
+
+		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.multiplyMatrices( 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 );
+
+		}
+
+	},
+
+	toJSON: function () {
+
+		var output = {
+			metadata: {
+				version: 4.3,
+				type: 'Object',
+				generator: 'ObjectExporter'
+			}
+		};
+
+		//
+
+		var geometries = {};
+
+		var parseGeometry = function ( geometry ) {
+
+			if ( output.geometries === undefined ) {
+
+				output.geometries = [];
+
+			}
+
+			if ( geometries[ geometry.uuid ] === undefined ) {
+
+				var json = geometry.toJSON();
+
+				delete json.metadata;
+
+				geometries[ geometry.uuid ] = json;
+
+				output.geometries.push( json );
+
+			}
+
+			return geometry.uuid;
+
+		};
+
+		//
+
+		var materials = {};
+
+		var parseMaterial = function ( material ) {
+
+			if ( output.materials === undefined ) {
+
+				output.materials = [];
+
+			}
+
+			if ( materials[ material.uuid ] === undefined ) {
+
+				var json = material.toJSON();
+
+				delete json.metadata;
+
+				materials[ material.uuid ] = json;
+
+				output.materials.push( json );
+
+			}
+
+			return material.uuid;
+
+		};
+
+		//
+
+		var parseObject = function ( object ) {
+
+			var data = {};
+
+			data.uuid = object.uuid;
+			data.type = object.type;
+
+			if ( object.name !== '' ) data.name = object.name;
+			if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData;
+			if ( object.visible !== true ) data.visible = object.visible;
+
+			if ( object instanceof THREE.PerspectiveCamera ) {
+
+				data.fov = object.fov;
+				data.aspect = object.aspect;
+				data.near = object.near;
+				data.far = object.far;
+
+			} else if ( object instanceof THREE.OrthographicCamera ) {
+
+				data.left = object.left;
+				data.right = object.right;
+				data.top = object.top;
+				data.bottom = object.bottom;
+				data.near = object.near;
+				data.far = object.far;
+
+			} else if ( object instanceof THREE.AmbientLight ) {
+
+				data.color = object.color.getHex();
+
+			} else if ( object instanceof THREE.DirectionalLight ) {
+
+				data.color = object.color.getHex();
+				data.intensity = object.intensity;
+
+			} else if ( object instanceof THREE.PointLight ) {
+
+				data.color = object.color.getHex();
+				data.intensity = object.intensity;
+				data.distance = object.distance;
+				data.decay = object.decay;
+
+			} else if ( object instanceof THREE.SpotLight ) {
+
+				data.color = object.color.getHex();
+				data.intensity = object.intensity;
+				data.distance = object.distance;
+				data.angle = object.angle;
+				data.exponent = object.exponent;
+				data.decay = object.decay;
+
+			} else if ( object instanceof THREE.HemisphereLight ) {
+
+				data.color = object.color.getHex();
+				data.groundColor = object.groundColor.getHex();
+
+			} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
+
+				data.geometry = parseGeometry( object.geometry );
+				data.material = parseMaterial( object.material );
+
+				if ( object instanceof THREE.Line ) data.mode = object.mode;
+
+			} else if ( object instanceof THREE.Sprite ) {
+
+				data.material = parseMaterial( object.material );
+
+			}
+
+			data.matrix = object.matrix.toArray();
+
+			if ( object.children.length > 0 ) {
+
+				data.children = [];
+
+				for ( var i = 0; i < object.children.length; i ++ ) {
+
+					data.children.push( parseObject( object.children[ i ] ) );
+
+				}
+
+			}
+
+			return data;
+
+		}
+
+		output.object = parseObject( this );
+
+		return output;
+
+	},
+
+	clone: function ( object, recursive ) {
+
+		if ( object === undefined ) object = new THREE.Object3D();
+		if ( recursive === undefined ) recursive = true;
+
+		object.name = this.name;
+
+		object.up.copy( this.up );
+
+		object.position.copy( this.position );
+		object.quaternion.copy( this.quaternion );
+		object.scale.copy( this.scale );
+
+		object.rotationAutoUpdate = this.rotationAutoUpdate;
+
+		object.matrix.copy( this.matrix );
+		object.matrixWorld.copy( this.matrixWorld );
+
+		object.matrixAutoUpdate = this.matrixAutoUpdate;
+		object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
+
+		object.visible = this.visible;
+
+		object.castShadow = this.castShadow;
+		object.receiveShadow = this.receiveShadow;
+
+		object.frustumCulled = this.frustumCulled;
+
+		object.userData = JSON.parse( JSON.stringify( this.userData ) );
+
+		if ( recursive === true ) {
+
+			for ( var i = 0; i < this.children.length; i ++ ) {
+
+				var child = this.children[ i ];
+				object.add( child.clone() );
+
+			}
+
+		}
+
+		return object;
+
+	}
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
+
+THREE.Object3DIdCount = 0;
+
+// File:src/core/Face3.js
+
+/**
+ * @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 !== undefined ? materialIndex : 0;
+
+};
+
+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.materialIndex = this.materialIndex;
+
+		for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
+
+			face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+
+		}
+
+		for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
+
+			face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+
+		}
+
+		for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
+
+			face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+		}
+
+		return face;
+
+	}
+
+};
+
+// File:src/core/Face4.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+	THREE.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
+	return new THREE.Face3( a, b, c, normal, color, materialIndex );
+
+};
+
+// File:src/core/BufferAttribute.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferAttribute = function ( array, itemSize ) {
+
+	this.array = array;
+	this.itemSize = itemSize;
+
+	this.needsUpdate = false;
+
+};
+
+THREE.BufferAttribute.prototype = {
+
+	constructor: THREE.BufferAttribute,
+
+	get length () {
+
+		return this.array.length;
+
+	},
+
+	copyAt: function ( index1, attribute, index2 ) {
+
+		index1 *= this.itemSize;
+		index2 *= attribute.itemSize;
+
+		for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
+
+			this.array[ index1 + i ] = attribute.array[ index2 + i ];
+
+		}
+
+		return this;
+
+	},
+
+	set: function ( value, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		this.array.set( value, offset );
+
+		return this;
+
+	},
+
+	setX: function ( index, x ) {
+
+		this.array[ index * this.itemSize ] = x;
+
+		return this;
+
+	},
+
+	setY: function ( index, y ) {
+
+		this.array[ index * this.itemSize + 1 ] = y;
+
+		return this;
+
+	},
+
+	setZ: function ( index, z ) {
+
+		this.array[ index * this.itemSize + 2 ] = z;
+
+		return this;
+
+	},
+
+	setXY: function ( index, x, y ) {
+
+		index *= this.itemSize;
+
+		this.array[ index     ] = x;
+		this.array[ index + 1 ] = y;
+
+		return this;
+
+	},
+
+	setXYZ: function ( index, x, y, z ) {
+
+		index *= this.itemSize;
+
+		this.array[ index     ] = x;
+		this.array[ index + 1 ] = y;
+		this.array[ index + 2 ] = z;
+
+		return this;
+
+	},
+
+	setXYZW: function ( index, x, y, z, w ) {
+
+		index *= this.itemSize;
+
+		this.array[ index     ] = x;
+		this.array[ index + 1 ] = y;
+		this.array[ index + 2 ] = z;
+		this.array[ index + 3 ] = w;
+
+		return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize );
+
+	}
+
+};
+
+//
+
+THREE.Int8Attribute = function ( data, itemSize ) {
+
+	THREE.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+	return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint8Attribute = function ( data, itemSize ) {
+
+	THREE.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+	return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
+
+	THREE.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+	return new THREE.BufferAttribute( data, itemSize );
+
+
+};
+
+THREE.Int16Attribute = function ( data, itemSize ) {
+
+	THREE.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+	return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint16Attribute = function ( data, itemSize ) {
+
+	THREE.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+	return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Int32Attribute = function ( data, itemSize ) {
+
+	THREE.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+	return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint32Attribute = function ( data, itemSize ) {
+
+	THREE.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+	return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Float32Attribute = function ( data, itemSize ) {
+
+	THREE.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+	return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Float64Attribute = function ( data, itemSize ) {
+
+	THREE.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+	return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+// File:src/core/DynamicBufferAttribute.js
+
+/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.DynamicBufferAttribute = function ( array, itemSize ) {
+
+	THREE.BufferAttribute.call( this, array, itemSize );
+
+	this.updateRange = { offset: 0, count: -1 };
+
+};
+
+THREE.DynamicBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );
+THREE.DynamicBufferAttribute.prototype.constructor = THREE.DynamicBufferAttribute;
+
+THREE.DynamicBufferAttribute.prototype.clone = function () {
+
+	return new THREE.DynamicBufferAttribute( new this.array.constructor( this.array ), this.itemSize );
+
+};
+
+// File:src/core/BufferGeometry.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+	Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
+
+	this.uuid = THREE.Math.generateUUID();
+
+	this.name = '';
+	this.type = 'BufferGeometry';
+
+	this.attributes = {};
+	this.attributesKeys = [];
+
+	this.drawcalls = [];
+	this.offsets = this.drawcalls; // backwards compatibility
+
+	this.boundingBox = null;
+	this.boundingSphere = null;
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+	constructor: THREE.BufferGeometry,
+
+	addAttribute: function ( name, attribute ) {
+
+		if ( attribute instanceof THREE.BufferAttribute === false ) {
+
+			THREE.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
+
+			this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
+
+			return;
+
+		}
+
+		this.attributes[ name ] = attribute;
+		this.attributesKeys = Object.keys( this.attributes );
+
+	},
+
+	getAttribute: function ( name ) {
+
+		return this.attributes[ name ];
+
+	},
+
+	addDrawCall: function ( start, count, indexOffset ) {
+
+		this.drawcalls.push( {
+
+			start: start,
+			count: count,
+			index: indexOffset !== undefined ? indexOffset : 0
+
+		} );
+
+	},
+
+	applyMatrix: function ( matrix ) {
+
+		var position = this.attributes.position;
+
+		if ( position !== undefined ) {
+
+			matrix.applyToVector3Array( position.array );
+			position.needsUpdate = true;
+
+		}
+
+		var normal = this.attributes.normal;
+
+		if ( normal !== undefined ) {
+
+			var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+			normalMatrix.applyToVector3Array( normal.array );
+			normal.needsUpdate = true;
+
+		}
+
+		if ( this.boundingBox !== null ) {
+
+			this.computeBoundingBox();
+
+		}
+
+		if ( this.boundingSphere !== null ) {
+
+			this.computeBoundingSphere();
+
+		}
+
+	},
+
+	center: function () {
+
+		this.computeBoundingBox();
+
+		var offset = this.boundingBox.center().negate();
+
+		this.applyMatrix( new THREE.Matrix4().setPosition( offset ) );
+
+		return offset;
+
+	},
+
+	fromGeometry: function ( geometry, settings ) {
+
+		settings = settings || { 'vertexColors': THREE.NoColors };
+
+		var vertices = geometry.vertices;
+		var faces = geometry.faces;
+		var faceVertexUvs = geometry.faceVertexUvs;
+		var vertexColors = settings.vertexColors;
+		var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
+		var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
+
+		var positions = new Float32Array( faces.length * 3 * 3 );
+		this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
+
+		var normals = new Float32Array( faces.length * 3 * 3 );
+		this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+
+		if ( vertexColors !== THREE.NoColors ) {
+
+			var colors = new Float32Array( faces.length * 3 * 3 );
+			this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
+
+		}
+
+		if ( hasFaceVertexUv === true ) {
+
+			var uvs = new Float32Array( faces.length * 3 * 2 );
+			this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+		}
+
+		for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
+
+			var face = faces[ i ];
+
+			var a = vertices[ face.a ];
+			var b = vertices[ face.b ];
+			var c = vertices[ face.c ];
+
+			positions[ i3     ] = a.x;
+			positions[ i3 + 1 ] = a.y;
+			positions[ i3 + 2 ] = a.z;
+
+			positions[ i3 + 3 ] = b.x;
+			positions[ i3 + 4 ] = b.y;
+			positions[ i3 + 5 ] = b.z;
+
+			positions[ i3 + 6 ] = c.x;
+			positions[ i3 + 7 ] = c.y;
+			positions[ i3 + 8 ] = c.z;
+
+			if ( hasFaceVertexNormals === true ) {
+
+				var na = face.vertexNormals[ 0 ];
+				var nb = face.vertexNormals[ 1 ];
+				var nc = face.vertexNormals[ 2 ];
+
+				normals[ i3     ] = na.x;
+				normals[ i3 + 1 ] = na.y;
+				normals[ i3 + 2 ] = na.z;
+
+				normals[ i3 + 3 ] = nb.x;
+				normals[ i3 + 4 ] = nb.y;
+				normals[ i3 + 5 ] = nb.z;
+
+				normals[ i3 + 6 ] = nc.x;
+				normals[ i3 + 7 ] = nc.y;
+				normals[ i3 + 8 ] = nc.z;
+
+			} else {
+
+				var n = face.normal;
+
+				normals[ i3     ] = n.x;
+				normals[ i3 + 1 ] = n.y;
+				normals[ i3 + 2 ] = n.z;
+
+				normals[ i3 + 3 ] = n.x;
+				normals[ i3 + 4 ] = n.y;
+				normals[ i3 + 5 ] = n.z;
+
+				normals[ i3 + 6 ] = n.x;
+				normals[ i3 + 7 ] = n.y;
+				normals[ i3 + 8 ] = n.z;
+
+			}
+
+			if ( vertexColors === THREE.FaceColors ) {
+
+				var fc = face.color;
+
+				colors[ i3     ] = fc.r;
+				colors[ i3 + 1 ] = fc.g;
+				colors[ i3 + 2 ] = fc.b;
+
+				colors[ i3 + 3 ] = fc.r;
+				colors[ i3 + 4 ] = fc.g;
+				colors[ i3 + 5 ] = fc.b;
+
+				colors[ i3 + 6 ] = fc.r;
+				colors[ i3 + 7 ] = fc.g;
+				colors[ i3 + 8 ] = fc.b;
+
+			} else if ( vertexColors === THREE.VertexColors ) {
+
+				var vca = face.vertexColors[ 0 ];
+				var vcb = face.vertexColors[ 1 ];
+				var vcc = face.vertexColors[ 2 ];
+
+				colors[ i3     ] = vca.r;
+				colors[ i3 + 1 ] = vca.g;
+				colors[ i3 + 2 ] = vca.b;
+
+				colors[ i3 + 3 ] = vcb.r;
+				colors[ i3 + 4 ] = vcb.g;
+				colors[ i3 + 5 ] = vcb.b;
+
+				colors[ i3 + 6 ] = vcc.r;
+				colors[ i3 + 7 ] = vcc.g;
+				colors[ i3 + 8 ] = vcc.b;
+
+			}
+
+			if ( hasFaceVertexUv === true ) {
+
+				var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
+				var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
+				var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
+
+				uvs[ i2     ] = uva.x;
+				uvs[ i2 + 1 ] = uva.y;
+
+				uvs[ i2 + 2 ] = uvb.x;
+				uvs[ i2 + 3 ] = uvb.y;
+
+				uvs[ i2 + 4 ] = uvc.x;
+				uvs[ i2 + 5 ] = uvc.y;
+
+			}
+
+		}
+
+		this.computeBoundingSphere()
+
+		return this;
+
+	},
+
+	computeBoundingBox: function () {
+
+		var vector = new THREE.Vector3();
+
+		return function () {
+
+			if ( this.boundingBox === null ) {
+
+				this.boundingBox = new THREE.Box3();
+
+			}
+
+			var positions = this.attributes.position.array;
+
+			if ( positions ) {
+
+				var bb = this.boundingBox;
+				bb.makeEmpty();
+
+				for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+					bb.expandByPoint( vector );
+
+				}
+
+			}
+
+			if ( positions === undefined || positions.length === 0 ) {
+
+				this.boundingBox.min.set( 0, 0, 0 );
+				this.boundingBox.max.set( 0, 0, 0 );
+
+			}
+
+			if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
+
+				THREE.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
+
+			}
+
+		}
+
+	}(),
+
+	computeBoundingSphere: function () {
+
+		var box = new THREE.Box3();
+		var vector = new THREE.Vector3();
+
+		return function () {
+
+			if ( this.boundingSphere === null ) {
+
+				this.boundingSphere = new THREE.Sphere();
+
+			}
+
+			var positions = this.attributes.position.array;
+
+			if ( positions ) {
+
+				box.makeEmpty();
+
+				var center = this.boundingSphere.center;
+
+				for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+					box.expandByPoint( vector );
+
+				}
+
+				box.center( center );
+
+				// hoping to find a boundingSphere with a radius smaller than the
+				// boundingSphere of the boundingBox:  sqrt(3) smaller in the best case
+
+				var maxRadiusSq = 0;
+
+				for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
+
+				}
+
+				this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+				if ( isNaN( this.boundingSphere.radius ) ) {
+
+					THREE.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
+
+				}
+
+			}
+
+		}
+
+	}(),
+
+	computeFaceNormals: function () {
+
+		// backwards compatibility
+
+	},
+
+	computeVertexNormals: function () {
+
+		var attributes = this.attributes;
+
+		if ( attributes.position ) {
+
+			var positions = attributes.position.array;
+
+			if ( attributes.normal === undefined ) {
+
+				this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
+
+			} else {
+
+				// reset existing normals to zero
+
+				var normals = attributes.normal.array;
+
+				for ( var i = 0, il = normals.length; i < il; i ++ ) {
+
+					normals[ i ] = 0;
+
+				}
+
+			}
+
+			var normals = attributes.normal.array;
+
+			var vA, vB, vC,
+
+			pA = new THREE.Vector3(),
+			pB = new THREE.Vector3(),
+			pC = new THREE.Vector3(),
+
+			cb = new THREE.Vector3(),
+			ab = new THREE.Vector3();
+
+			// indexed elements
+
+			if ( attributes.index ) {
+
+				var indices = attributes.index.array;
+
+				var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
+
+				for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+					var start = offsets[ j ].start;
+					var count = offsets[ j ].count;
+					var index = offsets[ j ].index;
+
+					for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+						vA = ( index + indices[ i     ] ) * 3;
+						vB = ( index + indices[ i + 1 ] ) * 3;
+						vC = ( index + indices[ i + 2 ] ) * 3;
+
+						pA.fromArray( positions, vA );
+						pB.fromArray( positions, vB );
+						pC.fromArray( positions, vC );
+
+						cb.subVectors( pC, pB );
+						ab.subVectors( pA, pB );
+						cb.cross( ab );
+
+						normals[ vA     ] += cb.x;
+						normals[ vA + 1 ] += cb.y;
+						normals[ vA + 2 ] += cb.z;
+
+						normals[ vB     ] += cb.x;
+						normals[ vB + 1 ] += cb.y;
+						normals[ vB + 2 ] += cb.z;
+
+						normals[ vC     ] += cb.x;
+						normals[ vC + 1 ] += cb.y;
+						normals[ vC + 2 ] += cb.z;
+
+					}
+
+				}
+
+			} else {
+
+				// non-indexed elements (unconnected triangle soup)
+
+				for ( var i = 0, il = positions.length; i < il; i += 9 ) {
+
+					pA.fromArray( positions, i );
+					pB.fromArray( positions, i + 3 );
+					pC.fromArray( positions, i + 6 );
+
+					cb.subVectors( pC, pB );
+					ab.subVectors( pA, pB );
+					cb.cross( ab );
+
+					normals[ i     ] = cb.x;
+					normals[ i + 1 ] = cb.y;
+					normals[ i + 2 ] = cb.z;
+
+					normals[ i + 3 ] = cb.x;
+					normals[ i + 4 ] = cb.y;
+					normals[ i + 5 ] = cb.z;
+
+					normals[ i + 6 ] = cb.x;
+					normals[ i + 7 ] = cb.y;
+					normals[ i + 8 ] = cb.z;
+
+				}
+
+			}
+
+			this.normalizeNormals();
+
+			attributes.normal.needsUpdate = true;
+
+		}
+
+	},
+
+	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 ) {
+
+			THREE.warn( 'THREE.BufferGeometry: 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 ) {
+
+			this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
+
+		}
+
+		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 vA = new THREE.Vector3(),
+			vB = new THREE.Vector3(),
+			vC = new THREE.Vector3(),
+
+			uvA = new THREE.Vector2(),
+			uvB = new THREE.Vector2(),
+			uvC = new THREE.Vector2(),
+
+			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 ) {
+
+			vA.fromArray( positions, a * 3 );
+			vB.fromArray( positions, b * 3 );
+			vC.fromArray( positions, c * 3 );
+
+			uvA.fromArray( uvs, a * 2 );
+			uvB.fromArray( uvs, b * 2 );
+			uvC.fromArray( uvs, c * 2 );
+
+			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.x - uvA.x;
+			s2 = uvC.x - uvA.x;
+
+			t1 = uvB.y - uvA.y;
+			t2 = uvC.y - uvA.y;
+
+			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 ].add( sdir );
+			tan1[ b ].add( sdir );
+			tan1[ c ].add( sdir );
+
+			tan2[ a ].add( tdir );
+			tan2[ b ].add( tdir );
+			tan2[ c ].add( tdir );
+
+		}
+
+		var i, il;
+		var j, jl;
+		var iA, iB, iC;
+
+		if ( this.drawcalls.length === 0 ) {
+
+			this.addDrawCall( 0, indices.length, 0 );
+
+		}
+
+		var drawcalls = this.drawcalls;
+
+		for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
+
+			var start = drawcalls[ j ].start;
+			var count = drawcalls[ j ].count;
+			var index = drawcalls[ 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;
+
+		function handleVertex( v ) {
+
+			n.fromArray( normals, v * 3 );
+			n2.copy( n );
+
+			t = tan1[ v ];
+
+			// Gram-Schmidt orthogonalize
+
+			tmp.copy( t );
+			tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+			// Calculate handedness
+
+			tmp2.crossVectors( 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 = drawcalls.length; j < jl; ++ j ) {
+
+			var start = drawcalls[ j ].start;
+			var count = drawcalls[ j ].count;
+			var index = drawcalls[ 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 );
+
+			}
+
+		}
+
+	},
+
+	/*
+	Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
+	This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
+	WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
+	size - Defaults to 65535, but allows for larger or smaller chunks.
+	*/
+	computeOffsets: function ( size ) {
+
+		if ( size === undefined ) size = 65535; // WebGL limits type of index buffer values to 16-bit.
+
+		var indices = this.attributes.index.array;
+		var vertices = this.attributes.position.array;
+
+		var facesCount = ( indices.length / 3 );
+
+		/*
+		console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
+		console.log("Faces to process: "+(indices.length/3));
+		console.log("Reordering "+verticesCount+" vertices.");
+		*/
+
+		var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
+		var indexPtr = 0;
+		var vertexPtr = 0;
+
+		var offsets = [ { start:0, count:0, index:0 } ];
+		var offset = offsets[ 0 ];
+
+		var duplicatedVertices = 0;
+		var newVerticeMaps = 0;
+		var faceVertices = new Int32Array( 6 );
+		var vertexMap = new Int32Array( vertices.length );
+		var revVertexMap = new Int32Array( vertices.length );
+		for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
+
+		/*
+			Traverse every face and reorder vertices in the proper offsets of 65k.
+			We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
+		*/
+		for ( var findex = 0; findex < facesCount; findex ++ ) {
+			newVerticeMaps = 0;
+
+			for ( var vo = 0; vo < 3; vo ++ ) {
+				var vid = indices[ findex * 3 + vo ];
+				if ( vertexMap[ vid ] == - 1 ) {
+					//Unmapped vertice
+					faceVertices[ vo * 2 ] = vid;
+					faceVertices[ vo * 2 + 1 ] = - 1;
+					newVerticeMaps ++;
+				} else if ( vertexMap[ vid ] < offset.index ) {
+					//Reused vertices from previous block (duplicate)
+					faceVertices[ vo * 2 ] = vid;
+					faceVertices[ vo * 2 + 1 ] = - 1;
+					duplicatedVertices ++;
+				} else {
+					//Reused vertice in the current block
+					faceVertices[ vo * 2 ] = vid;
+					faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
+				}
+			}
+
+			var faceMax = vertexPtr + newVerticeMaps;
+			if ( faceMax > ( offset.index + size ) ) {
+				var new_offset = { start:indexPtr, count:0, index:vertexPtr };
+				offsets.push( new_offset );
+				offset = new_offset;
+
+				//Re-evaluate reused vertices in light of new offset.
+				for ( var v = 0; v < 6; v += 2 ) {
+					var new_vid = faceVertices[ v + 1 ];
+					if ( new_vid > - 1 && new_vid < offset.index )
+						faceVertices[ v + 1 ] = - 1;
+				}
+			}
+
+			//Reindex the face.
+			for ( var v = 0; v < 6; v += 2 ) {
+				var vid = faceVertices[ v ];
+				var new_vid = faceVertices[ v + 1 ];
+
+				if ( new_vid === - 1 )
+					new_vid = vertexPtr ++;
+
+				vertexMap[ vid ] = new_vid;
+				revVertexMap[ new_vid ] = vid;
+				sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
+				offset.count ++;
+			}
+		}
+
+		/* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
+		this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
+		this.offsets = offsets; // TODO: Deprecate
+		this.drawcalls = offsets;
+
+		/*
+		var orderTime = Date.now();
+		console.log("Reorder time: "+(orderTime-s)+"ms");
+		console.log("Duplicated "+duplicatedVertices+" vertices.");
+		console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
+		console.log("Draw offsets: "+offsets.length);
+		*/
+
+		return offsets;
+
+	},
+
+	merge: function ( geometry, offset ) {
+
+		if ( geometry instanceof THREE.BufferGeometry === false ) {
+
+			THREE.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
+			return;
+
+		}
+
+		if ( offset === undefined ) offset = 0;
+
+		var attributes = this.attributes;
+
+		for ( var key in attributes ) {
+
+			if ( geometry.attributes[ key ] === undefined ) continue;
+
+			var attribute1 = attributes[ key ];
+			var attributeArray1 = attribute1.array;
+
+			var attribute2 = geometry.attributes[ key ];
+			var attributeArray2 = attribute2.array;
+
+			var attributeSize = attribute2.itemSize;
+
+			for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
+
+				attributeArray1[ j ] = attributeArray2[ i ];
+
+			}
+
+		}
+
+		return this;
+
+	},
+
+	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;
+
+		}
+
+	},
+
+	/*
+		reoderBuffers:
+		Reorder attributes based on a new indexBuffer and indexMap.
+		indexBuffer - Uint16Array of the new ordered indices.
+		indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
+		vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
+	*/
+	reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
+
+		/* Create a copy of all attributes for reordering. */
+		var sortedAttributes = {};
+		for ( var attr in this.attributes ) {
+			if ( attr == 'index' )
+				continue;
+			var sourceArray = this.attributes[ attr ].array;
+			sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
+		}
+
+		/* Move attribute positions based on the new index map */
+		for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
+			var vid = indexMap[ new_vid ];
+			for ( var attr in this.attributes ) {
+				if ( attr == 'index' )
+					continue;
+				var attrArray = this.attributes[ attr ].array;
+				var attrSize = this.attributes[ attr ].itemSize;
+				var sortedAttr = sortedAttributes[ attr ];
+				for ( var k = 0; k < attrSize; k ++ )
+					sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
+			}
+		}
+
+		/* Carry the new sorted buffers locally */
+		this.attributes[ 'index' ].array = indexBuffer;
+		for ( var attr in this.attributes ) {
+			if ( attr == 'index' )
+				continue;
+			this.attributes[ attr ].array = sortedAttributes[ attr ];
+			this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
+		}
+	},
+
+	toJSON: function () {
+
+		var output = {
+			metadata: {
+				version: 4.0,
+				type: 'BufferGeometry',
+				generator: 'BufferGeometryExporter'
+			},
+			uuid: this.uuid,
+			type: this.type,
+			data: {
+				attributes: {}
+			}
+		};
+
+		var attributes = this.attributes;
+		var offsets = this.offsets;
+		var boundingSphere = this.boundingSphere;
+
+		for ( var key in attributes ) {
+
+			var attribute = attributes[ key ];
+
+			var array = Array.prototype.slice.call( attribute.array );
+
+			output.data.attributes[ key ] = {
+				itemSize: attribute.itemSize,
+				type: attribute.array.constructor.name,
+				array: array
+			}
+
+		}
+
+		if ( offsets.length > 0 ) {
+
+			output.data.offsets = JSON.parse( JSON.stringify( offsets ) );
+
+		}
+
+		if ( boundingSphere !== null ) {
+
+			output.data.boundingSphere = {
+				center: boundingSphere.center.toArray(),
+				radius: boundingSphere.radius
+			}
+
+		}
+
+		return output;
+
+	},
+
+	clone: function () {
+
+		var geometry = new THREE.BufferGeometry();
+
+		for ( var attr in this.attributes ) {
+
+			var sourceAttr = this.attributes[ attr ];
+			geometry.addAttribute( attr, sourceAttr.clone() );
+
+		}
+
+		for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
+
+			var offset = this.offsets[ i ];
+
+			geometry.offsets.push( {
+
+				start: offset.start,
+				index: offset.index,
+				count: offset.count
+
+			} );
+
+		}
+
+		return geometry;
+
+	},
+
+	dispose: function () {
+
+		this.dispatchEvent( { type: 'dispose' } );
+
+	}
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
+
+// File:src/core/Geometry.js
+
+/**
+ * @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
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Geometry = function () {
+
+	Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
+
+	this.uuid = THREE.Math.generateUUID();
+
+	this.name = '';
+	this.type = 'Geometry';
+
+	this.vertices = [];
+	this.colors = [];  // one-to-one vertex colors, used in Points and Line
+
+	this.faces = [];
+
+	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.groupsNeedUpdate = false;
+
+};
+
+THREE.Geometry.prototype = {
+
+	constructor: THREE.Geometry,
+
+	applyMatrix: function ( matrix ) {
+
+		var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+			var vertex = this.vertices[ i ];
+			vertex.applyMatrix4( matrix );
+
+		}
+
+		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
+
+			var face = this.faces[ i ];
+			face.normal.applyMatrix3( normalMatrix ).normalize();
+
+			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+				face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
+
+			}
+
+		}
+
+		if ( this.boundingBox !== null ) {
+
+			this.computeBoundingBox();
+
+		}
+
+		if ( this.boundingSphere !== null ) {
+
+			this.computeBoundingSphere();
+
+		}
+
+		this.verticesNeedUpdate = true;
+		this.normalsNeedUpdate = true;
+
+	},
+
+	fromBufferGeometry: function ( geometry ) {
+
+		var scope = this;
+
+		var attributes = geometry.attributes;
+
+		var vertices = attributes.position.array;
+		var indices = attributes.index !== undefined ? attributes.index.array : undefined;
+		var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
+		var colors = attributes.color !== undefined ? attributes.color.array : undefined;
+		var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
+
+		var tempNormals = [];
+		var tempUVs = [];
+
+		for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {
+
+			scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
+
+			if ( normals !== undefined ) {
+
+				tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
+
+			}
+
+			if ( colors !== undefined ) {
+
+				scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
+
+			}
+
+			if ( uvs !== undefined ) {
+
+				tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
+
+			}
+
+		}
+
+		var addFace = function ( a, b, c ) {
+
+			var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
+			var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
+
+			scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) );
+
+			if ( uvs !== undefined ) {
+
+				scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
+
+			}
+
+		};
+
+		if ( indices !== undefined ) {
+
+			var drawcalls = geometry.drawcalls;
+
+			if ( drawcalls.length > 0 ) {
+
+				for ( var i = 0; i < drawcalls.length; i ++ ) {
+
+					var drawcall = drawcalls[ i ];
+
+					var start = drawcall.start;
+					var count = drawcall.count;
+					var index = drawcall.index;
+
+					for ( var j = start, jl = start + count; j < jl; j += 3 ) {
+
+						addFace( index + indices[ j ], index + indices[ j + 1 ], index + indices[ j + 2 ] );
+
+					}
+
+				}
+
+			} else {
+
+				for ( var i = 0; i < indices.length; i += 3 ) {
+
+					addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
+
+				}
+
+			}
+
+		} else {
+
+			for ( var i = 0; i < vertices.length / 3; i += 3 ) {
+
+				addFace( i, i + 1, i + 2 );
+
+			}
+
+		}
+
+		this.computeFaceNormals();
+
+		if ( geometry.boundingBox !== null ) {
+
+			this.boundingBox = geometry.boundingBox.clone();
+
+		}
+
+		if ( geometry.boundingSphere !== null ) {
+
+			this.boundingSphere = geometry.boundingSphere.clone();
+
+		}
+
+		return this;
+
+	},
+
+	center: function () {
+
+		this.computeBoundingBox();
+
+		var offset = this.boundingBox.center().negate();
+
+		this.applyMatrix( new THREE.Matrix4().setPosition( offset ) );
+
+		return offset;
+
+	},
+
+	computeFaceNormals: function () {
+
+		var cb = new THREE.Vector3(), ab = new THREE.Vector3();
+
+		for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			var face = this.faces[ f ];
+
+			var vA = this.vertices[ face.a ];
+			var vB = this.vertices[ face.b ];
+			var vC = this.vertices[ face.c ];
+
+			cb.subVectors( vC, vB );
+			ab.subVectors( vA, vB );
+			cb.cross( ab );
+
+			cb.normalize();
+
+			face.normal.copy( cb );
+
+		}
+
+	},
+
+	computeVertexNormals: function ( areaWeighted ) {
+
+		var v, vl, f, fl, face, vertices;
+
+		vertices = new Array( this.vertices.length );
+
+		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+			vertices[ v ] = new THREE.Vector3();
+
+		}
+
+		if ( areaWeighted ) {
+
+			// vertex normals weighted by triangle areas
+			// http://www.iquilezles.org/www/articles/normals/normals.htm
+
+			var vA, vB, vC;
+			var 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.subVectors( vC, vB );
+				ab.subVectors( vA, vB );
+				cb.cross( ab );
+
+				vertices[ face.a ].add( cb );
+				vertices[ face.b ].add( cb );
+				vertices[ face.c ].add( cb );
+
+			}
+
+		} else {
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				vertices[ face.a ].add( face.normal );
+				vertices[ face.b ].add( face.normal );
+				vertices[ face.c ].add( 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 ];
+
+			face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
+			face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
+			face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
+
+		}
+
+	},
+
+	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 ++ ) {
+
+					faceNormal = new THREE.Vector3();
+					vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: 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 );
+
+				vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+				vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+				vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+			}
+
+		}
+
+		// 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, 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.x - uvA.x;
+			s2 = uvC.x - uvA.x;
+			t1 = uvB.y - uvA.y;
+			t2 = uvC.y - uvA.y;
+
+			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 ].add( sdir );
+			tan1[ b ].add( sdir );
+			tan1[ c ].add( sdir );
+
+			tan2[ a ].add( tdir );
+			tan2[ b ].add( tdir );
+			tan2[ c ].add( 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
+
+			handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
+
+		}
+
+		var faceIndex = [ 'a', 'b', 'c', 'd' ];
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
+
+				n.copy( face.vertexNormals[ i ] );
+
+				vertexIndex = face[ faceIndex[ i ] ];
+
+				t = tan1[ vertexIndex ];
+
+				// Gram-Schmidt orthogonalize
+
+				tmp.copy( t );
+				tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+				// Calculate handedness
+
+				tmp2.crossVectors( 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 === null ) {
+
+			this.boundingBox = new THREE.Box3();
+
+		}
+
+		this.boundingBox.setFromPoints( this.vertices );
+
+	},
+
+	computeBoundingSphere: function () {
+
+		if ( this.boundingSphere === null ) {
+
+			this.boundingSphere = new THREE.Sphere();
+
+		}
+
+		this.boundingSphere.setFromPoints( this.vertices );
+
+	},
+
+	merge: function ( geometry, matrix, materialIndexOffset ) {
+
+		if ( geometry instanceof THREE.Geometry === false ) {
+
+			THREE.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
+			return;
+
+		}
+
+		var normalMatrix,
+		vertexOffset = this.vertices.length,
+		vertices1 = this.vertices,
+		vertices2 = geometry.vertices,
+		faces1 = this.faces,
+		faces2 = geometry.faces,
+		uvs1 = this.faceVertexUvs[ 0 ],
+		uvs2 = geometry.faceVertexUvs[ 0 ];
+
+		if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
+
+		if ( matrix !== undefined ) {
+
+			normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+		}
+
+		// vertices
+
+		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
+
+			var vertex = vertices2[ i ];
+
+			var vertexCopy = vertex.clone();
+
+			if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
+
+			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;
+
+			faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+			faceCopy.normal.copy( face.normal );
+
+			if ( normalMatrix !== undefined ) {
+
+				faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
+
+			}
+
+			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
+
+				normal = faceVertexNormals[ j ].clone();
+
+				if ( normalMatrix !== undefined ) {
+
+					normal.applyMatrix3( normalMatrix ).normalize();
+
+				}
+
+				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 + materialIndexOffset;
+
+			faces1.push( faceCopy );
+
+		}
+
+		// uvs
+
+		for ( i = 0, il = uvs2.length; i < il; i ++ ) {
+
+			var uv = uvs2[ i ], uvCopy = [];
+
+			if ( uv === undefined ) {
+
+				continue;
+
+			}
+
+			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+				uvCopy.push( uv[ j ].clone() );
+
+			}
+
+			uvs1.push( uvCopy );
+
+		}
+
+	},
+
+	mergeMesh: function ( mesh ) {
+
+		if ( mesh instanceof THREE.Mesh === false ) {
+
+			THREE.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
+			return;
+
+		}
+
+		mesh.matrixAutoUpdate && mesh.updateMatrix();
+
+		this.merge( mesh.geometry, mesh.matrix );
+
+	},
+
+	/*
+	 * 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 indices, j, jl;
+
+		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 );
+
+			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 ] ];
+
+			}
+
+		};
+
+
+		// if faces are completely degenerate after merging vertices, we
+		// have to remove them from the geometry.
+		var faceIndicesToRemove = [];
+
+		for ( i = 0, il = this.faces.length; i < il; i ++ ) {
+
+			face = this.faces[ i ];
+
+			face.a = changes[ face.a ];
+			face.b = changes[ face.b ];
+			face.c = changes[ face.c ];
+
+			indices = [ face.a, face.b, face.c ];
+
+			var dupIndex = - 1;
+
+			// if any duplicate vertices are found in a Face3
+			// we have to remove the face as nothing can be saved
+			for ( var n = 0; n < 3; n ++ ) {
+				if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
+
+					dupIndex = n;
+					faceIndicesToRemove.push( i );
+					break;
+
+				}
+			}
+
+		}
+
+		for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
+			var idx = faceIndicesToRemove[ i ];
+
+			this.faces.splice( idx, 1 );
+
+			for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+				this.faceVertexUvs[ j ].splice( idx, 1 );
+
+			}
+
+		}
+
+		// Use unique set of vertices
+
+		var diff = this.vertices.length - unique.length;
+		this.vertices = unique;
+		return diff;
+
+	},
+
+	toJSON: function () {
+
+		var output = {
+			metadata: {
+				version: 4.0,
+				type: 'BufferGeometry',
+				generator: 'BufferGeometryExporter'
+			},
+			uuid: this.uuid,
+			type: this.type
+		};
+
+		if ( this.name !== "" ) output.name = this.name;
+
+		if ( this.parameters !== undefined ) {
+
+			var parameters = this.parameters;
+
+			for ( var key in parameters ) {
+
+				if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ];
+
+			}
+
+			return output;
+
+		}
+
+		var vertices = [];
+
+		for ( var i = 0; i < this.vertices.length; i ++ ) {
+
+			var vertex = this.vertices[ i ];
+			vertices.push( vertex.x, vertex.y, vertex.z );
+
+		}
+
+		var faces = [];
+		var normals = [];
+		var normalsHash = {};
+		var colors = [];
+		var colorsHash = {};
+		var uvs = [];
+		var uvsHash = {};
+
+		for ( var i = 0; i < this.faces.length; i ++ ) {
+
+			var face = this.faces[ i ];
+
+			var hasMaterial = false; // face.materialIndex !== undefined;
+			var hasFaceUv = false; // deprecated
+			var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
+			var hasFaceNormal = face.normal.length() > 0;
+			var hasFaceVertexNormal = face.vertexNormals.length > 0;
+			var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
+			var hasFaceVertexColor = face.vertexColors.length > 0;
+
+			var faceType = 0;
+
+			faceType = setBit( faceType, 0, 0 );
+			faceType = setBit( faceType, 1, hasMaterial );
+			faceType = setBit( faceType, 2, hasFaceUv );
+			faceType = setBit( faceType, 3, hasFaceVertexUv );
+			faceType = setBit( faceType, 4, hasFaceNormal );
+			faceType = setBit( faceType, 5, hasFaceVertexNormal );
+			faceType = setBit( faceType, 6, hasFaceColor );
+			faceType = setBit( faceType, 7, hasFaceVertexColor );
+
+			faces.push( faceType );
+			faces.push( face.a, face.b, face.c );
+
+
+			/*
+			if ( hasMaterial ) {
+
+				faces.push( face.materialIndex );
+
+			}
+			*/
+
+			if ( hasFaceVertexUv ) {
+
+				var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
+
+				faces.push(
+					getUvIndex( faceVertexUvs[ 0 ] ),
+					getUvIndex( faceVertexUvs[ 1 ] ),
+					getUvIndex( faceVertexUvs[ 2 ] )
+				);
+
+			}
+
+			if ( hasFaceNormal ) {
+
+				faces.push( getNormalIndex( face.normal ) );
+
+			}
+
+			if ( hasFaceVertexNormal ) {
+
+				var vertexNormals = face.vertexNormals;
+
+				faces.push(
+					getNormalIndex( vertexNormals[ 0 ] ),
+					getNormalIndex( vertexNormals[ 1 ] ),
+					getNormalIndex( vertexNormals[ 2 ] )
+				);
+
+			}
+
+			if ( hasFaceColor ) {
+
+				faces.push( getColorIndex( face.color ) );
+
+			}
+
+			if ( hasFaceVertexColor ) {
+
+				var vertexColors = face.vertexColors;
+
+				faces.push(
+					getColorIndex( vertexColors[ 0 ] ),
+					getColorIndex( vertexColors[ 1 ] ),
+					getColorIndex( vertexColors[ 2 ] )
+				);
+
+			}
+
+		}
+
+		function setBit( value, position, enabled ) {
+
+			return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position) );
+
+		}
+
+		function getNormalIndex( normal ) {
+
+			var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
+
+			if ( normalsHash[ hash ] !== undefined ) {
+
+				return normalsHash[ hash ];
+
+			}
+
+			normalsHash[ hash ] = normals.length / 3;
+			normals.push( normal.x, normal.y, normal.z );
+
+			return normalsHash[ hash ];
+
+		}
+
+		function getColorIndex( color ) {
+
+			var hash = color.r.toString() + color.g.toString() + color.b.toString();
+
+			if ( colorsHash[ hash ] !== undefined ) {
+
+				return colorsHash[ hash ];
+
+			}
+
+			colorsHash[ hash ] = colors.length;
+			colors.push( color.getHex() );
+
+			return colorsHash[ hash ];
+
+		}
+
+		function getUvIndex( uv ) {
+
+			var hash = uv.x.toString() + uv.y.toString();
+
+			if ( uvsHash[ hash ] !== undefined ) {
+
+				return uvsHash[ hash ];
+
+			}
+
+			uvsHash[ hash ] = uvs.length / 2;
+			uvs.push( uv.x, uv.y );
+
+			return uvsHash[ hash ];
+
+		}
+
+		output.data = {};
+
+		output.data.vertices = vertices;
+		output.data.normals = normals;
+		if ( colors.length > 0 ) output.data.colors = colors;
+		if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility
+		output.data.faces = faces;
+
+		//
+
+		return output;
+
+	},
+
+	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() );
+
+		}
+
+		for ( var i = 0, il = this.faceVertexUvs.length; i < il; i ++ ) {
+
+			var faceVertexUvs = this.faceVertexUvs[ i ];
+
+			if ( geometry.faceVertexUvs[ i ] === undefined ) {
+
+				geometry.faceVertexUvs[ i ] = [];
+
+			}
+
+			for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
+
+				var uvs = faceVertexUvs[ j ], uvsCopy = [];
+
+				for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
+
+					var uv = uvs[ k ];
+
+					uvsCopy.push( uv.clone() );
+
+				}
+
+				geometry.faceVertexUvs[ i ].push( uvsCopy );
+
+			}
+
+		}
+
+		return geometry;
+
+	},
+
+	dispose: function () {
+
+		this.dispatchEvent( { type: 'dispose' } );
+
+	}
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
+
+THREE.GeometryIdCount = 0;
+
+// File:src/cameras/Camera.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.Camera = function () {
+
+	THREE.Object3D.call( this );
+
+	this.type = 'Camera';
+
+	this.matrixWorldInverse = new THREE.Matrix4();
+	this.projectionMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Camera.prototype.constructor = THREE.Camera;
+
+THREE.Camera.prototype.getWorldDirection = function () {
+
+	var quaternion = new THREE.Quaternion();
+
+	return function ( optionalTarget ) {
+
+		var result = optionalTarget || new THREE.Vector3();
+
+		this.getWorldQuaternion( quaternion );
+
+		return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
+
+	}
+
+}();
+
+THREE.Camera.prototype.lookAt = function () {
+
+	// This routine does not support cameras with rotated and/or translated parent(s)
+
+	var m1 = new THREE.Matrix4();
+
+	return function ( vector ) {
+
+		m1.lookAt( this.position, vector, this.up );
+
+		this.quaternion.setFromRotationMatrix( m1 );
+
+	};
+
+}();
+
+THREE.Camera.prototype.clone = function ( camera ) {
+
+	if ( camera === undefined ) camera = new THREE.Camera();
+
+	THREE.Object3D.prototype.clone.call( this, camera );
+
+	camera.matrixWorldInverse.copy( this.matrixWorldInverse );
+	camera.projectionMatrix.copy( this.projectionMatrix );
+
+	return camera;
+};
+
+// File:src/cameras/CubeCamera.js
+
+/**
+ * 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 );
+
+	this.type = 'CubeCamera';
+
+	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 );
+THREE.CubeCamera.prototype.constructor = THREE.CubeCamera;
+
+// File:src/cameras/OrthographicCamera.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
+
+	THREE.Camera.call( this );
+
+	this.type = 'OrthographicCamera';
+
+	this.zoom = 1;
+
+	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.constructor = THREE.OrthographicCamera;
+
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+
+	var dx = ( this.right - this.left ) / ( 2 * this.zoom );
+	var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
+	var cx = ( this.right + this.left ) / 2;
+	var cy = ( this.top + this.bottom ) / 2;
+
+	this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
+
+};
+
+THREE.OrthographicCamera.prototype.clone = function () {
+
+	var camera = new THREE.OrthographicCamera();
+
+	THREE.Camera.prototype.clone.call( this, camera );
+
+	camera.zoom = this.zoom;
+
+	camera.left = this.left;
+	camera.right = this.right;
+	camera.top = this.top;
+	camera.bottom = this.bottom;
+
+	camera.near = this.near;
+	camera.far = this.far;
+
+	camera.projectionMatrix.copy( this.projectionMatrix );
+
+	return camera;
+};
+
+// File:src/cameras/PerspectiveCamera.js
+
+/**
+ * @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.type = 'PerspectiveCamera';
+
+	this.zoom = 1;
+
+	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 );
+THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
+
+
+/**
+ * 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 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
+	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 () {
+
+	var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
+
+	if ( this.fullWidth ) {
+
+		var aspect = this.fullWidth / this.fullHeight;
+		var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * 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( fov, this.aspect, this.near, this.far );
+
+	}
+
+};
+
+THREE.PerspectiveCamera.prototype.clone = function () {
+
+	var camera = new THREE.PerspectiveCamera();
+
+	THREE.Camera.prototype.clone.call( this, camera );
+
+	camera.zoom = this.zoom;
+
+	camera.fov = this.fov;
+	camera.aspect = this.aspect;
+	camera.near = this.near;
+	camera.far = this.far;
+
+	camera.projectionMatrix.copy( this.projectionMatrix );
+
+	return camera;
+
+};
+
+// File:src/lights/Light.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Light = function ( color ) {
+
+	THREE.Object3D.call( this );
+
+	this.type = 'Light';
+	
+	this.color = new THREE.Color( color );
+
+};
+
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Light.prototype.constructor = THREE.Light;
+
+THREE.Light.prototype.clone = function ( light ) {
+
+	if ( light === undefined ) light = new THREE.Light();
+
+	THREE.Object3D.prototype.clone.call( this, light );
+
+	light.color.copy( this.color );
+
+	return light;
+
+};
+
+// File:src/lights/AmbientLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AmbientLight = function ( color ) {
+
+	THREE.Light.call( this, color );
+
+	this.type = 'AmbientLight';
+
+};
+
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
+
+THREE.AmbientLight.prototype.clone = function () {
+
+	var light = new THREE.AmbientLight();
+
+	THREE.Light.prototype.clone.call( this, light );
+
+	return light;
+
+};
+
+// File:src/lights/AreaLight.js
+
+/**
+ * @author MPanknin / http://www.redplant.de/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.AreaLight = function ( color, intensity ) {
+
+	THREE.Light.call( this, color );
+
+	this.type = 'AreaLight';
+
+	this.normal = new THREE.Vector3( 0, - 1, 0 );
+	this.right = new THREE.Vector3( 1, 0, 0 );
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+	this.width = 1.0;
+	this.height = 1.0;
+
+	this.constantAttenuation = 1.5;
+	this.linearAttenuation = 0.5;
+	this.quadraticAttenuation = 0.1;
+
+};
+
+THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
+THREE.AreaLight.prototype.constructor = THREE.AreaLight;
+
+
+// File:src/lights/DirectionalLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DirectionalLight = function ( color, intensity ) {
+
+	THREE.Light.call( this, color );
+
+	this.type = 'DirectionalLight';
+
+	this.position.set( 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 );
+THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
+
+THREE.DirectionalLight.prototype.clone = function () {
+
+	var light = new THREE.DirectionalLight();
+
+	THREE.Light.prototype.clone.call( this, light );
+
+	light.target = this.target.clone();
+
+	light.intensity = this.intensity;
+
+	light.castShadow = this.castShadow;
+	light.onlyShadow = this.onlyShadow;
+
+	//
+
+	light.shadowCameraNear = this.shadowCameraNear;
+	light.shadowCameraFar = this.shadowCameraFar;
+
+	light.shadowCameraLeft = this.shadowCameraLeft;
+	light.shadowCameraRight = this.shadowCameraRight;
+	light.shadowCameraTop = this.shadowCameraTop;
+	light.shadowCameraBottom = this.shadowCameraBottom;
+
+	light.shadowCameraVisible = this.shadowCameraVisible;
+
+	light.shadowBias = this.shadowBias;
+	light.shadowDarkness = this.shadowDarkness;
+
+	light.shadowMapWidth = this.shadowMapWidth;
+	light.shadowMapHeight = this.shadowMapHeight;
+
+	//
+
+	light.shadowCascade = this.shadowCascade;
+
+	light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
+	light.shadowCascadeCount = this.shadowCascadeCount;
+
+	light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
+	light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
+	light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
+
+	light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
+	light.shadowCascadeFarZ  = this.shadowCascadeFarZ.slice( 0 );
+
+	return light;
+
+};
+
+// File:src/lights/HemisphereLight.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
+
+	THREE.Light.call( this, skyColor );
+
+	this.type = 'HemisphereLight';
+
+	this.position.set( 0, 100, 0 );
+
+	this.groundColor = new THREE.Color( groundColor );
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight;
+
+THREE.HemisphereLight.prototype.clone = function () {
+
+	var light = new THREE.HemisphereLight();
+
+	THREE.Light.prototype.clone.call( this, light );
+
+	light.groundColor.copy( this.groundColor );
+	light.intensity = this.intensity;
+
+	return light;
+
+};
+
+// File:src/lights/PointLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLight = function ( color, intensity, distance, decay ) {
+
+	THREE.Light.call( this, color );
+
+	this.type = 'PointLight';
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+	this.distance = ( distance !== undefined ) ? distance : 0;
+	this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
+
+};
+
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+THREE.PointLight.prototype.constructor = THREE.PointLight;
+
+THREE.PointLight.prototype.clone = function () {
+
+	var light = new THREE.PointLight();
+
+	THREE.Light.prototype.clone.call( this, light );
+
+	light.intensity = this.intensity;
+	light.distance = this.distance;
+	light.decay = this.decay;
+
+	return light;
+
+};
+
+// File:src/lights/SpotLight.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay ) {
+
+	THREE.Light.call( this, color );
+
+	this.type = 'SpotLight';
+
+	this.position.set( 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 / 3;
+	this.exponent = ( exponent !== undefined ) ? exponent : 10;
+	this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
+
+	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 );
+THREE.SpotLight.prototype.constructor = THREE.SpotLight;
+
+THREE.SpotLight.prototype.clone = function () {
+
+	var light = new THREE.SpotLight();
+
+	THREE.Light.prototype.clone.call( this, light );
+
+	light.target = this.target.clone();
+
+	light.intensity = this.intensity;
+	light.distance = this.distance;
+	light.angle = this.angle;
+	light.exponent = this.exponent;
+	light.decay = this.decay;
+
+	light.castShadow = this.castShadow;
+	light.onlyShadow = this.onlyShadow;
+
+	//
+
+	light.shadowCameraNear = this.shadowCameraNear;
+	light.shadowCameraFar = this.shadowCameraFar;
+	light.shadowCameraFov = this.shadowCameraFov;
+
+	light.shadowCameraVisible = this.shadowCameraVisible;
+
+	light.shadowBias = this.shadowBias;
+	light.shadowDarkness = this.shadowDarkness;
+
+	light.shadowMapWidth = this.shadowMapWidth;
+	light.shadowMapHeight = this.shadowMapHeight;
+
+	return light;
+
+};
+
+// File:src/loaders/Cache.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Cache = {
+
+	files: {},
+
+	add: function ( key, file ) {
+
+		// console.log( 'THREE.Cache', 'Adding key:', key );
+
+		this.files[ key ] = file;
+
+	},
+
+	get: function ( key ) {
+
+		// console.log( 'THREE.Cache', 'Checking key:', key );
+
+		return this.files[ key ];
+
+	},
+
+	remove: function ( key ) {
+
+		delete this.files[ key ];
+
+	},
+
+	clear: function () {
+
+		this.files = {}
+
+	}
+
+};
+
+// File:src/loaders/Loader.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Loader = function ( showStatus ) {
+
+	this.showStatus = showStatus;
+	this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
+
+	this.imageLoader = new THREE.ImageLoader();
+
+	this.onLoadStart = function () {};
+	this.onLoadProgress = function () {};
+	this.onLoadComplete = function () {};
+	this.extractUrlBase = function ( url ) { return ""; }
+
+};
+
+THREE.Loader.prototype = {
+
+	constructor: THREE.Loader,
+
+	crossOrigin: undefined,
+
+	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 / 1024 ).toFixed( 2 ) + ' KB';
+
+		}
+
+		this.statusDomElement.innerHTML = message;
+
+	},
+
+	extractUrlBase: function ( url ) {
+
+		var parts = url.split( '/' );
+
+		if ( parts.length === 1 ) return './';
+
+		parts.pop();
+
+		return parts.join( '/' ) + '/';
+
+	},
+
+	initMaterials: function ( materials, texturePath ) {
+
+		var array = [];
+
+		for ( var i = 0; i < materials.length; ++ i ) {
+
+			array[ i ] = this.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 scope = this;
+
+		function nearest_pow2( n ) {
+
+			var l = Math.log( n ) / Math.LN2;
+			return Math.pow( 2, Math.round(  l ) );
+
+		}
+
+		function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
+
+			var fullPath = texturePath + sourceFile;
+
+			var texture;
+
+			var loader = THREE.Loader.Handlers.get( fullPath );
+
+			if ( loader !== null ) {
+
+				texture = loader.load( fullPath );
+
+			} else {
+
+				texture = new THREE.Texture();
+
+				loader = scope.imageLoader;
+				loader.crossOrigin = scope.crossOrigin;
+				loader.load( fullPath, function ( image ) {
+
+					if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
+						 THREE.Math.isPowerOfTwo( image.height ) === false ) {
+
+						var width = nearest_pow2( image.width );
+						var height = nearest_pow2( image.height );
+
+						texture.image = image.resize( width, height );
+
+					} else {
+
+						texture.image = image;
+
+					}
+
+					texture.needsUpdate = true;
+
+				} );
+
+			}
+
+			texture.sourceFile = sourceFile;
+
+			if ( repeat ) {
+
+				texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
+
+				if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
+				if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
+
+			}
+
+			if ( offset ) {
+
+				texture.offset.set( offset[ 0 ], offset[ 1 ] );
+
+			}
+
+			if ( wrap ) {
+
+				var wrapMap = {
+					'repeat': THREE.RepeatWrapping,
+					'mirror': THREE.MirroredRepeatWrapping
+				}
+
+				if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
+				if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
+
+			}
+
+			if ( anisotropy ) {
+
+				texture.anisotropy = anisotropy;
+
+			}
+
+			where[ name ] = texture;
+
+		}
+
+		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 ) {
+
+			mpars.transparent = m.transparent;
+
+		}
+
+		if ( m.opacity !== undefined && m.opacity < 1.0 ) {
+
+			mpars.transparent = true;
+
+		}
+
+		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.colorEmissive ) {
+
+			mpars.emissive = rgb2hex( m.colorEmissive );
+
+		}
+
+		// modifiers
+
+		if ( m.transparency !== undefined ) {
+
+			console.warn( 'THREE.Loader: transparency has been renamed to opacity' );
+			m.opacity = m.transparency;
+
+		}
+
+		if ( m.opacity !== undefined ) {
+
+			mpars.opacity = m.opacity;
+
+		}
+
+		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.mapAlpha && texturePath ) {
+
+			create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
+
+		}
+
+		//
+
+		if ( m.mapBumpScale ) {
+
+			mpars.bumpScale = m.mapBumpScale;
+
+		}
+
+		if ( m.mapNormalFactor ) {
+
+			mpars.normalScale = new THREE.Vector2( m.mapNormalFactor, m.mapNormalFactor );
+
+		}
+
+		var material = new THREE[ mtype ]( mpars );
+
+		if ( m.DbgName !== undefined ) material.name = m.DbgName;
+
+		return material;
+
+	}
+
+};
+
+THREE.Loader.Handlers = {
+
+	handlers: [],
+
+	add: function ( regex, loader ) {
+
+		this.handlers.push( regex, loader );
+
+	},
+
+	get: function ( file ) {
+
+		for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
+
+			var regex = this.handlers[ i ];
+			var loader  = this.handlers[ i + 1 ];
+
+			if ( regex.test( file ) ) {
+
+				return loader;
+
+			}
+
+		}
+
+		return null;
+
+	}
+
+};
+
+// File:src/loaders/XHRLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.XHRLoader = function ( manager ) {
+
+	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.XHRLoader.prototype = {
+
+	constructor: THREE.XHRLoader,
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var cached = THREE.Cache.get( url );
+
+		if ( cached !== undefined ) {
+
+			if ( onLoad ) onLoad( cached );
+			return;
+
+		}
+
+        var request = new XMLHttpRequest();
+        request.onreadystatechange = function() {
+                if (request.readyState === XMLHttpRequest.DONE) {
+// TODO: Re-visit when issue with 'status' is solved in Qt
+                    if (request.status == 200 || request.status == 0) {
+                        THREE.Cache.add( url, request.response );
+                        if ( onLoad ) onLoad( request.response );
+                        scope.manager.itemEnd( url );
+                    } else {
+                        if ( onError !== undefined ) {
+                            onError();
+                        }
+                    }
+                } else if (request.readyState === XMLHttpRequest.HEADERS_RECEIVED) {
+                    if ( onProgress !== undefined ) {
+                        onProgress();
+                    }
+                }
+            };
+
+		request.open( 'GET', url, true );
+
+		if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
+		if ( this.responseType !== undefined ) request.responseType = this.responseType;
+
+		request.send( null );
+
+		scope.manager.itemStart( url );
+
+	},
+
+	setResponseType: function ( value ) {
+
+		this.responseType = value;
+
+	},
+
+	setCrossOrigin: function ( value ) {
+
+		this.crossOrigin = value;
+
+	}
+
+};
+
+// File:src/loaders/ImageLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageLoader = function ( manager ) {
+
+	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+	constructor: THREE.ImageLoader,
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var cached = THREE.Cache.get( url );
+
+		if ( cached !== undefined ) {
+
+			onLoad( cached );
+			return;
+
+		}
+
+		var image = document.createElement( 'img' );
+
+		image.addEventListener( 'load', function ( event ) {
+
+			THREE.Cache.add( url, image );
+
+			if ( onLoad ) onLoad( image );
+			
+			scope.manager.itemEnd( url );
+
+		}, false );
+
+		if ( onProgress !== undefined ) {
+
+			image.addEventListener( 'progress', function ( event ) {
+
+				onProgress( event );
+
+			}, false );
+
+		}
+
+		if ( onError !== undefined ) {
+
+			image.addEventListener( 'error', function ( event ) {
+
+				onError( event );
+
+			}, false );
+
+		}
+
+		if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
+
+		image.src = url;
+
+		scope.manager.itemStart( url );
+
+		return image;
+
+	},
+
+	setCrossOrigin: function ( value ) {
+
+		this.crossOrigin = value;
+
+	}
+
+}
+
+// File:src/loaders/JSONLoader.js
+
+/**
+ * @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.constructor = THREE.JSONLoader;
+
+THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
+
+	// 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.onreadystatechange = function () {
+
+		if ( xhr.readyState === xhr.DONE ) {
+
+			if ( xhr.status === 200 || xhr.status === 0 ) {
+
+				if ( xhr.responseText ) {
+
+					var json = JSON.parse( xhr.responseText );
+					var metadata = json.metadata;
+
+					if ( metadata !== undefined ) {
+
+						if ( metadata.type === 'object' ) {
+
+							THREE.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
+							return;
+
+						}
+
+						if ( metadata.type === 'scene' ) {
+
+							THREE.error( 'THREE.JSONLoader: ' + url + ' seems to be a Scene. Use THREE.SceneLoader instead.' );
+							return;
+
+						}
+
+					}
+
+					var result = context.parse( json, texturePath );
+					callback( result.geometry, result.materials );
+
+				} else {
+
+					THREE.error( 'THREE.JSONLoader: ' + url + ' seems to be unreachable or the file 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 {
+
+				THREE.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 ) {
+
+			if ( callbackProgress !== undefined ) {
+
+				length = xhr.getResponseHeader( 'Content-Length' );
+
+			}
+
+		}
+
+	};
+
+	xhr.open( 'GET', url, true );
+	xhr.withCredentials = this.withCredentials;
+	xhr.send( null );
+
+};
+
+THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
+
+	var geometry = new THREE.Geometry(),
+	scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
+
+	parseModel( scale );
+
+	parseSkin();
+	parseMorphing( scale );
+
+	geometry.computeFaceNormals();
+	geometry.computeBoundingSphere();
+
+	function parseModel( scale ) {
+
+		function isBitSet( value, position ) {
+
+			return value & ( 1 << position );
+
+		}
+
+		var i, j, fi,
+
+		offset, zLength,
+
+		colorIndex, normalIndex, uvIndex, materialIndex,
+
+		type,
+		isQuad,
+		hasMaterial,
+		hasFaceVertexUv,
+		hasFaceNormal, hasFaceVertexNormal,
+		hasFaceColor, hasFaceVertexColor,
+
+		vertex, face, faceA, faceB, hex, normal,
+
+		uvLayer, uv, u, v,
+
+		faces = json.faces,
+		vertices = json.vertices,
+		normals = json.normals,
+		colors = json.colors,
+
+		nUvLayers = 0;
+
+		if ( json.uvs !== undefined ) {
+
+			// disregard empty arrays
+
+			for ( i = 0; i < json.uvs.length; i ++ ) {
+
+				if ( json.uvs[ i ].length ) nUvLayers ++;
+
+			}
+
+			for ( i = 0; i < nUvLayers; 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 );
+			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, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+
+			if ( isQuad ) {
+
+				faceA = new THREE.Face3();
+				faceA.a = faces[ offset ];
+				faceA.b = faces[ offset + 1 ];
+				faceA.c = faces[ offset + 3 ];
+
+				faceB = new THREE.Face3();
+				faceB.a = faces[ offset + 1 ];
+				faceB.b = faces[ offset + 2 ];
+				faceB.c = faces[ offset + 3 ];
+
+				offset += 4;
+
+				if ( hasMaterial ) {
+
+					materialIndex = faces[ offset ++ ];
+					faceA.materialIndex = materialIndex;
+					faceB.materialIndex = materialIndex;
+
+				}
+
+				// to get face <=> uv index correspondence
+
+				fi = geometry.faces.length;
+
+				if ( hasFaceVertexUv ) {
+
+					for ( i = 0; i < nUvLayers; i ++ ) {
+
+						uvLayer = json.uvs[ i ];
+
+						geometry.faceVertexUvs[ i ][ fi ] = [];
+						geometry.faceVertexUvs[ i ][ fi + 1 ] = []
+
+						for ( j = 0; j < 4; j ++ ) {
+
+							uvIndex = faces[ offset ++ ];
+
+							u = uvLayer[ uvIndex * 2 ];
+							v = uvLayer[ uvIndex * 2 + 1 ];
+
+							uv = new THREE.Vector2( u, v );
+
+							if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
+							if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
+
+						}
+
+					}
+
+				}
+
+				if ( hasFaceNormal ) {
+
+					normalIndex = faces[ offset ++ ] * 3;
+
+					faceA.normal.set(
+						normals[ normalIndex ++ ],
+						normals[ normalIndex ++ ],
+						normals[ normalIndex ]
+					);
+
+					faceB.normal.copy( faceA.normal );
+
+				}
+
+				if ( hasFaceVertexNormal ) {
+
+					for ( i = 0; i < 4; i ++ ) {
+
+						normalIndex = faces[ offset ++ ] * 3;
+
+						normal = new THREE.Vector3(
+							normals[ normalIndex ++ ],
+							normals[ normalIndex ++ ],
+							normals[ normalIndex ]
+						);
+
+
+						if ( i !== 2 ) faceA.vertexNormals.push( normal );
+						if ( i !== 0 ) faceB.vertexNormals.push( normal );
+
+					}
+
+				}
+
+
+				if ( hasFaceColor ) {
+
+					colorIndex = faces[ offset ++ ];
+					hex = colors[ colorIndex ];
+
+					faceA.color.setHex( hex );
+					faceB.color.setHex( hex );
+
+				}
+
+
+				if ( hasFaceVertexColor ) {
+
+					for ( i = 0; i < 4; i ++ ) {
+
+						colorIndex = faces[ offset ++ ];
+						hex = colors[ colorIndex ];
+
+						if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
+						if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
+
+					}
+
+				}
+
+				geometry.faces.push( faceA );
+				geometry.faces.push( faceB );
+
+			} else {
+
+				face = new THREE.Face3();
+				face.a = faces[ offset ++ ];
+				face.b = faces[ offset ++ ];
+				face.c = faces[ offset ++ ];
+
+				if ( hasMaterial ) {
+
+					materialIndex = faces[ offset ++ ];
+					face.materialIndex = materialIndex;
+
+				}
+
+				// to get face <=> uv index correspondence
+
+				fi = geometry.faces.length;
+
+				if ( hasFaceVertexUv ) {
+
+					for ( i = 0; i < nUvLayers; i ++ ) {
+
+						uvLayer = json.uvs[ i ];
+
+						geometry.faceVertexUvs[ i ][ fi ] = [];
+
+						for ( j = 0; j < 3; j ++ ) {
+
+							uvIndex = faces[ offset ++ ];
+
+							u = uvLayer[ uvIndex * 2 ];
+							v = uvLayer[ uvIndex * 2 + 1 ];
+
+							uv = new THREE.Vector2( u, v );
+
+							geometry.faceVertexUvs[ i ][ fi ].push( uv );
+
+						}
+
+					}
+
+				}
+
+				if ( hasFaceNormal ) {
+
+					normalIndex = faces[ offset ++ ] * 3;
+
+					face.normal.set(
+						normals[ normalIndex ++ ],
+						normals[ normalIndex ++ ],
+						normals[ normalIndex ]
+					);
+
+				}
+
+				if ( hasFaceVertexNormal ) {
+
+					for ( i = 0; i < 3; i ++ ) {
+
+						normalIndex = faces[ offset ++ ] * 3;
+
+						normal = new THREE.Vector3(
+							normals[ normalIndex ++ ],
+							normals[ normalIndex ++ ],
+							normals[ normalIndex ]
+						);
+
+						face.vertexNormals.push( normal );
+
+					}
+
+				}
+
+
+				if ( hasFaceColor ) {
+
+					colorIndex = faces[ offset ++ ];
+					face.color.setHex( colors[ colorIndex ] );
+
+				}
+
+
+				if ( hasFaceVertexColor ) {
+
+					for ( i = 0; i < 3; i ++ ) {
+
+						colorIndex = faces[ offset ++ ];
+						face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
+
+					}
+
+				}
+
+				geometry.faces.push( face );
+
+			}
+
+		}
+
+	};
+
+	function parseSkin() {
+		var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
+
+		if ( json.skinWeights ) {
+
+			for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
+
+				var x =                               json.skinWeights[ i     ];
+				var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
+				var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
+				var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
+
+				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
+
+			}
+
+		}
+
+		if ( json.skinIndices ) {
+
+			for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
+
+				var a =                               json.skinIndices[ i     ];
+				var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
+				var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
+				var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
+
+				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
+
+			}
+
+		}
+
+		geometry.bones = json.bones;
+
+		if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
+
+			THREE.warn( 'THREE.JSONLoader: When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
+					geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
+
+		}
+
+
+		// could change this to json.animations[0] or remove completely
+
+		geometry.animation = json.animation;
+		geometry.animations = json.animations;
+
+	};
+
+	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 );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	if ( json.materials === undefined || json.materials.length === 0 ) {
+
+		return { geometry: geometry };
+
+	} else {
+
+		var materials = this.initMaterials( json.materials, texturePath );
+
+		if ( this.needsTangents( materials ) ) {
+
+			geometry.computeTangents();
+
+		}
+
+		return { geometry: geometry, materials: materials };
+
+	}
+
+};
+
+// File:src/loaders/LoadingManager.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
+
+	var scope = this;
+
+	var loaded = 0, total = 0;
+
+	this.onLoad = onLoad;
+	this.onProgress = onProgress;
+	this.onError = onError;
+
+	this.itemStart = function ( url ) {
+
+		total ++;
+
+	};
+
+	this.itemEnd = function ( url ) {
+
+		loaded ++;
+
+		if ( scope.onProgress !== undefined ) {
+
+			scope.onProgress( url, loaded, total );
+
+		}
+
+		if ( loaded === total && scope.onLoad !== undefined ) {
+
+			scope.onLoad();
+
+		}
+
+	};
+
+};
+
+THREE.DefaultLoadingManager = new THREE.LoadingManager();
+
+// File:src/loaders/BufferGeometryLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferGeometryLoader = function ( manager ) {
+
+	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.BufferGeometryLoader.prototype = {
+
+	constructor: THREE.BufferGeometryLoader,
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var loader = new THREE.XHRLoader( scope.manager );
+		loader.setCrossOrigin( this.crossOrigin );
+		loader.load( url, function ( text ) {
+
+            onLoad( scope.parse( JSON.parse( text ) ) );
+
+		}, onProgress, onError );
+
+	},
+
+	setCrossOrigin: function ( value ) {
+
+		this.crossOrigin = value;
+
+	},
+
+	parse: function ( json ) {
+
+		var geometry = new THREE.BufferGeometry();
+
+		var attributes = json.data.attributes;
+
+		for ( var key in attributes ) {
+
+			var attribute = attributes[ key ];
+			var typedArray = new self[ attribute.type ]( attribute.array );
+
+			geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
+
+		}
+
+		var offsets = json.data.offsets;
+
+		if ( offsets !== undefined ) {
+
+			geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
+
+		}
+
+		var boundingSphere = json.data.boundingSphere;
+
+		if ( boundingSphere !== undefined ) {
+
+			var center = new THREE.Vector3();
+
+			if ( boundingSphere.center !== undefined ) {
+
+				center.fromArray( boundingSphere.center );
+
+			}
+
+			geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius );
+
+		}
+
+		return geometry;
+
+	}
+
+};
+
+// File:src/loaders/MaterialLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MaterialLoader = function ( manager ) {
+
+	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.MaterialLoader.prototype = {
+
+	constructor: THREE.MaterialLoader,
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var loader = new THREE.XHRLoader( scope.manager );
+		loader.setCrossOrigin( this.crossOrigin );
+		loader.load( url, function ( text ) {
+
+			onLoad( scope.parse( JSON.parse( text ) ) );
+
+		}, onProgress, onError );
+
+	},
+
+	setCrossOrigin: function ( value ) {
+
+		this.crossOrigin = value;
+
+	},
+
+	parse: function ( json ) {
+
+		var material = new THREE[ json.type ];
+
+		if ( json.color !== undefined ) material.color.setHex( json.color );
+		if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
+		if ( json.specular !== undefined ) material.specular.setHex( json.specular );
+		if ( json.shininess !== undefined ) material.shininess = json.shininess;
+		if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
+		if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
+		if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
+		if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
+		if ( json.shading !== undefined ) material.shading = json.shading;
+		if ( json.blending !== undefined ) material.blending = json.blending;
+		if ( json.side !== undefined ) material.side = json.side;
+		if ( json.opacity !== undefined ) material.opacity = json.opacity;
+		if ( json.transparent !== undefined ) material.transparent = json.transparent;
+		if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
+
+		// for PointCloudMaterial
+		if ( json.size !== undefined ) material.size = json.size;
+		if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
+
+		if ( json.materials !== undefined ) {
+
+			for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
+
+				material.materials.push( this.parse( json.materials[ i ] ) );
+
+			}
+
+		}
+
+		return material;
+
+	}
+
+};
+
+// File:src/loaders/ObjectLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ObjectLoader = function ( manager ) {
+
+	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+	this.texturePath = '';
+
+};
+
+THREE.ObjectLoader.prototype = {
+
+	constructor: THREE.ObjectLoader,
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+//		if ( this.texturePath === '' ) {
+
+//			this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
+
+//		}
+
+		var scope = this;
+
+		var loader = new THREE.XHRLoader( scope.manager );
+		loader.setCrossOrigin( this.crossOrigin );
+		loader.load( url, function ( text ) {
+
+			scope.parse( JSON.parse( text ), onLoad );
+
+		}, onProgress, onError );
+
+	},
+
+	setTexturePath: function ( value ) {
+
+		this.texturePath = value;
+
+	},
+
+	setCrossOrigin: function ( value ) {
+
+		this.crossOrigin = value;
+
+	},
+
+	parse: function ( json, onLoad ) {
+
+		var geometries = this.parseGeometries( json.geometries );
+
+		var images = this.parseImages( json.images, function () {
+
+			if ( onLoad !== undefined ) onLoad( object );
+
+		} );
+		var textures  = this.parseTextures( json.textures, images );
+		var materials = this.parseMaterials( json.materials, textures );
+		var object = this.parseObject( json.object, geometries, materials );
+
+		if ( json.images === undefined || json.images.length === 0 ) {
+
+			if ( onLoad !== undefined ) onLoad( object );
+
+		}
+
+		return object;
+
+	},
+
+	parseGeometries: function ( json ) {
+
+		var geometries = {};
+
+		if ( json !== undefined ) {
+
+			var geometryLoader = new THREE.JSONLoader();
+			var bufferGeometryLoader = new THREE.BufferGeometryLoader();
+
+			for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+				var geometry;
+				var data = json[ i ];
+
+				switch ( data.type ) {
+
+					case 'PlaneGeometry':
+					case 'PlaneBufferGeometry':
+
+						geometry = new THREE[ data.type ](
+							data.width,
+							data.height,
+							data.widthSegments,
+							data.heightSegments
+						);
+
+						break;
+
+					case 'BoxGeometry':
+					case 'CubeGeometry': // backwards compatible
+
+						geometry = new THREE.BoxGeometry(
+							data.width,
+							data.height,
+							data.depth,
+							data.widthSegments,
+							data.heightSegments,
+							data.depthSegments
+						);
+
+						break;
+
+					case 'CircleGeometry':
+
+						geometry = new THREE.CircleGeometry(
+							data.radius,
+							data.segments
+						);
+
+						break;
+
+					case 'CylinderGeometry':
+
+						geometry = new THREE.CylinderGeometry(
+							data.radiusTop,
+							data.radiusBottom,
+							data.height,
+							data.radialSegments,
+							data.heightSegments,
+							data.openEnded
+						);
+
+						break;
+
+					case 'SphereGeometry':
+
+						geometry = new THREE.SphereGeometry(
+							data.radius,
+							data.widthSegments,
+							data.heightSegments,
+							data.phiStart,
+							data.phiLength,
+							data.thetaStart,
+							data.thetaLength
+						);
+
+						break;
+
+					case 'IcosahedronGeometry':
+
+						geometry = new THREE.IcosahedronGeometry(
+							data.radius,
+							data.detail
+						);
+
+						break;
+
+					case 'TorusGeometry':
+
+						geometry = new THREE.TorusGeometry(
+							data.radius,
+							data.tube,
+							data.radialSegments,
+							data.tubularSegments,
+							data.arc
+						);
+
+						break;
+
+					case 'TorusKnotGeometry':
+
+						geometry = new THREE.TorusKnotGeometry(
+							data.radius,
+							data.tube,
+							data.radialSegments,
+							data.tubularSegments,
+							data.p,
+							data.q,
+							data.heightScale
+						);
+
+						break;
+
+					case 'BufferGeometry':
+
+						geometry = bufferGeometryLoader.parse( data );
+
+						break;
+
+					case 'Geometry':
+
+						geometry = geometryLoader.parse( data.data ).geometry;
+
+						break;
+
+				}
+
+				geometry.uuid = data.uuid;
+
+				if ( data.name !== undefined ) geometry.name = data.name;
+
+				geometries[ data.uuid ] = geometry;
+
+			}
+
+		}
+
+		return geometries;
+
+	},
+
+	parseMaterials: function ( json, textures ) {
+
+		var materials = {};
+
+		if ( json !== undefined ) {
+
+			var getTexture = function ( name ) {
+
+				if ( textures[ name ] === undefined ) {
+
+					THREE.warn( 'THREE.ObjectLoader: Undefined texture', name );
+
+				}
+
+				return textures[ name ];
+
+			};
+
+			var loader = new THREE.MaterialLoader();
+
+			for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+				var data = json[ i ];
+				var material = loader.parse( data );
+
+				material.uuid = data.uuid;
+
+				if ( data.name !== undefined ) material.name = data.name;
+
+				if ( data.map !== undefined ) {
+
+					material.map = getTexture( data.map );
+
+				}
+
+				if ( data.bumpMap !== undefined ) {
+
+					material.bumpMap = getTexture( data.bumpMap );
+					if ( data.bumpScale ) {
+						material.bumpScale = new THREE.Vector2( data.bumpScale, data.bumpScale );
+					}
+
+				}
+
+				if ( data.alphaMap !== undefined ) {
+
+					material.alphaMap = getTexture( data.alphaMap );
+
+				}
+
+				if ( data.envMap !== undefined ) {
+
+					material.envMap = getTexture( data.envMap );
+
+				}
+
+				if ( data.normalMap !== undefined ) {
+
+					material.normalMap = getTexture( data.normalMap );
+					if ( data.normalScale ) {
+						material.normalScale = new THREE.Vector2( data.normalScale, data.normalScale );
+					}
+
+				}
+
+				if ( data.lightMap !== undefined ) {
+
+					material.lightMap = getTexture( data.lightMap );
+
+				}
+
+				if ( data.specularMap !== undefined ) {
+
+					material.specularMap = getTexture( data.specularMap );
+
+				}
+
+				materials[ data.uuid ] = material;
+
+			}
+
+		}
+
+		return materials;
+
+	},
+
+	parseImages: function ( json, onLoad ) {
+
+		var scope = this;
+		var images = {};
+
+		if ( json !== undefined && json.length > 0 ) {
+
+			var manager = new THREE.LoadingManager( onLoad );
+
+			var loader = new THREE.ImageLoader( manager );
+			loader.setCrossOrigin( this.crossOrigin );
+
+			var loadImage = function ( url ) {
+
+				scope.manager.itemStart( url );
+
+				return loader.load( url, function () {
+
+					scope.manager.itemEnd( url );
+
+				} );
+
+			};
+
+			for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+				var image = json[ i ];
+				var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
+
+				images[ image.uuid ] = loadImage( path );
+
+			}
+
+		}
+
+		return images;
+
+	},
+
+	parseTextures: function ( json, images ) {
+
+		var textures = {};
+
+		if ( json !== undefined ) {
+
+			for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+				var data = json[ i ];
+
+				if ( data.image === undefined ) {
+
+					THREE.warn( 'THREE.ObjectLoader: No "image" speficied for', data.uuid );
+
+				}
+
+				if ( images[ data.image ] === undefined ) {
+
+					THREE.warn( 'THREE.ObjectLoader: Undefined image', data.image );
+
+				}
+
+				var texture = new THREE.Texture( images[ data.image ] );
+				texture.needsUpdate = true;
+
+				texture.uuid = data.uuid;
+
+				if ( data.name !== undefined ) texture.name = data.name;
+				if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] );
+				if ( data.minFilter !== undefined ) texture.minFilter = THREE[ data.minFilter ];
+				if ( data.magFilter !== undefined ) texture.magFilter = THREE[ data.magFilter ];
+				if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
+				if ( data.wrap instanceof Array ) {
+
+					texture.wrapS = THREE[ data.wrap[ 0 ] ];
+					texture.wrapT = THREE[ data.wrap[ 1 ] ];
+
+				}
+
+				textures[ data.uuid ] = texture;
+
+			}
+
+		}
+
+		return textures;
+
+	},
+
+	parseObject: function () {
+
+		var matrix = new THREE.Matrix4();
+
+		return function ( data, geometries, materials ) {
+
+			var object;
+
+			var getGeometry = function ( name ) {
+
+				if ( geometries[ name ] === undefined ) {
+
+					THREE.warn( 'THREE.ObjectLoader: Undefined geometry', name );
+
+				}
+
+				return geometries[ name ];
+
+			};
+
+			var getMaterial = function ( name ) {
+
+				if ( materials[ name ] === undefined ) {
+
+					THREE.warn( 'THREE.ObjectLoader: Undefined material', name );
+
+				}
+
+				return materials[ name ];
+
+			};
+
+			switch ( data.type ) {
+
+				case 'Scene':
+
+					object = new THREE.Scene();
+
+					break;
+
+				case 'PerspectiveCamera':
+
+					object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
+
+					break;
+
+				case 'OrthographicCamera':
+
+					object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
+
+					break;
+
+				case 'AmbientLight':
+
+					object = new THREE.AmbientLight( data.color );
+
+					break;
+
+				case 'DirectionalLight':
+
+					object = new THREE.DirectionalLight( data.color, data.intensity );
+
+					break;
+
+				case 'PointLight':
+
+					object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay );
+
+					break;
+
+				case 'SpotLight':
+
+					object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent, data.decay );
+
+					break;
+
+				case 'HemisphereLight':
+
+					object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
+
+					break;
+
+				case 'Mesh':
+
+					object = new THREE.Mesh( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+					break;
+
+				case 'Line':
+
+					object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
+
+					break;
+
+				case 'PointCloud':
+
+					object = new THREE.PointCloud( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+					break;
+
+				case 'Sprite':
+
+					object = new THREE.Sprite( getMaterial( data.material ) );
+
+					break;
+
+				case 'Group':
+
+					object = new THREE.Group();
+
+					break;
+
+				default:
+
+					object = new THREE.Object3D();
+
+			}
+
+			object.uuid = data.uuid;
+
+			if ( data.name !== undefined ) object.name = data.name;
+			if ( data.matrix !== undefined ) {
+
+				matrix.fromArray( data.matrix );
+				matrix.decompose( object.position, object.quaternion, object.scale );
+
+			} else {
+
+				if ( data.position !== undefined ) object.position.fromArray( data.position );
+				if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
+				if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
+
+			}
+
+			if ( data.visible !== undefined ) object.visible = data.visible;
+			if ( data.userData !== undefined ) object.userData = data.userData;
+
+			if ( data.children !== undefined ) {
+
+				for ( var child in data.children ) {
+
+					object.add( this.parseObject( data.children[ child ], geometries, materials ) );
+
+				}
+
+			}
+
+			return object;
+
+		}
+
+	}()
+
+};
+
+// File:src/loaders/TextureLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.TextureLoader = function ( manager ) {
+
+	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+	constructor: THREE.TextureLoader,
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var loader = new THREE.ImageLoader( scope.manager );
+		loader.setCrossOrigin( this.crossOrigin );
+		loader.load( url, function ( image ) {
+
+			var texture = new THREE.Texture( image );
+			texture.needsUpdate = true;
+
+			if ( onLoad !== undefined ) {
+
+				onLoad( texture );
+
+			}
+
+		}, onProgress, onError );
+
+	},
+
+	setCrossOrigin: function ( value ) {
+
+		this.crossOrigin = value;
+
+	}
+
+};
+
+// File:src/loaders/BinaryTextureLoader.js
+
+/**
+ * @author Nikos M. / https://github.com/foo123/
+ *
+ * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
+ */
+
+THREE.DataTextureLoader = THREE.BinaryTextureLoader = function () {
+
+	// override in sub classes
+	this._parser = null;
+
+};
+
+THREE.BinaryTextureLoader.prototype = {
+
+	constructor: THREE.BinaryTextureLoader,
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var texture = new THREE.DataTexture( );
+
+		var loader = new THREE.XHRLoader();
+		loader.setResponseType( 'arraybuffer' );
+
+		loader.load( url, function ( buffer ) {
+
+			var texData = scope._parser( buffer );
+
+			if ( !texData ) return;
+
+			if ( undefined !== texData.image ) {
+
+				texture.image = texData.image;
+
+			} else if ( undefined !== texData.data ) {
+
+				texture.image.width = texData.width;
+				texture.image.height = texData.height;
+				texture.image.data = texData.data;
+
+			}
+
+			texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping;
+			texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping;
+
+			texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter;
+			texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter;
+
+			texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
+
+			if ( undefined !== texData.format ) {
+
+				texture.format = texData.format;
+
+			}
+			if ( undefined !== texData.type ) {
+
+				texture.type = texData.type;
+
+			}
+
+			if ( undefined !== texData.mipmaps ) {
+
+				texture.mipmaps = texData.mipmaps;
+
+			}
+
+			if ( 1 === texData.mipmapCount ) {
+
+				texture.minFilter = THREE.LinearFilter;
+
+			}
+
+			texture.needsUpdate = true;
+
+			if ( onLoad ) onLoad( texture, texData );
+
+		}, onProgress, onError );
+
+
+		return texture;
+
+	}
+
+};
+
+// File:src/loaders/CompressedTextureLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * Abstract Base class to block based textures loader (dds, pvr, ...)
+ */
+
+THREE.CompressedTextureLoader = function () {
+
+	// override in sub classes
+	this._parser = null;
+
+};
+
+
+THREE.CompressedTextureLoader.prototype = {
+
+	constructor: THREE.CompressedTextureLoader,
+
+	load: function ( url, onLoad, onError ) {
+
+		var scope = this;
+
+		var images = [];
+
+		var texture = new THREE.CompressedTexture();
+		texture.image = images;
+
+		var loader = new THREE.XHRLoader();
+		loader.setResponseType( 'arraybuffer' );
+
+		if ( url instanceof Array ) {
+
+			var loaded = 0;
+
+			var loadTexture = function ( i ) {
+
+				loader.load( url[ i ], function ( buffer ) {
+
+					var texDatas = scope._parser( buffer, true );
+
+					images[ i ] = {
+						width: texDatas.width,
+						height: texDatas.height,
+						format: texDatas.format,
+						mipmaps: texDatas.mipmaps
+					};
+
+					loaded += 1;
+
+					if ( loaded === 6 ) {
+
+						if (texDatas.mipmapCount == 1)
+ 							texture.minFilter = THREE.LinearFilter;
+
+						texture.format = texDatas.format;
+						texture.needsUpdate = true;
+
+						if ( onLoad ) onLoad( texture );
+
+					}
+
+				} );
+
+			};
+
+			for ( var i = 0, il = url.length; i < il; ++ i ) {
+
+				loadTexture( i );
+
+			}
+
+		} else {
+
+			// compressed cubemap texture stored in a single DDS file
+
+			loader.load( url, function ( buffer ) {
+
+                var texDatas = scope._parser( buffer, true );
+
+				if ( texDatas.isCubemap ) {
+
+                    var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
+
+					for ( var f = 0; f < faces; f ++ ) {
+
+						images[ f ] = { mipmaps : [] };
+
+						for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
+
+							images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
+							images[ f ].format = texDatas.format;
+							images[ f ].width = texDatas.width;
+							images[ f ].height = texDatas.height;
+
+						}
+
+					}
+
+				} else {
+                    console.log("texture: mipmap");
+                    console.log("texture: mipmaps "+texDatas.mipmaps.length);
+                    texture.image.width = texDatas.width;
+					texture.image.height = texDatas.height;
+					texture.mipmaps = texDatas.mipmaps;
+
+				}
+
+                console.log("texture: mipmapcount "+texDatas.mipmapCount);
+                if ( texDatas.mipmapCount === 1 ) {
+
+					texture.minFilter = THREE.LinearFilter;
+
+				}
+
+				texture.format = texDatas.format;
+				texture.needsUpdate = true;
+
+				if ( onLoad ) onLoad( texture );
+
+			} );
+
+		}
+
+		return texture;
+
+	}
+
+};
+
+// File:src/materials/Material.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+	Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
+
+	this.uuid = THREE.Math.generateUUID();
+
+	this.name = '';
+	this.type = 'Material';
+
+	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.blendSrcAlpha = null;
+	this.blendDstAlpha = null;
+	this.blendEquationAlpha = null;
+
+	this.depthTest = true;
+	this.depthWrite = true;
+
+	this.colorWrite = true;
+
+	this.polygonOffset = false;
+	this.polygonOffsetFactor = 0;
+	this.polygonOffsetUnits = 0;
+
+	this.alphaTest = 0;
+
+	this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
+
+	this.visible = true;
+
+	this._needsUpdate = true;
+
+};
+
+THREE.Material.prototype = {
+
+	constructor: THREE.Material,
+
+	get needsUpdate () {
+
+		return this._needsUpdate;
+
+	},
+
+	set needsUpdate ( value ) {
+
+		if ( value === true ) this.update();
+
+		this._needsUpdate = value;
+
+	},
+
+	setValues: function ( values ) {
+
+		if ( values === undefined ) return;
+
+		for ( var key in values ) {
+
+			var newValue = values[ key ];
+
+			if ( newValue === undefined ) {
+
+				THREE.warn( "THREE.Material: '" + key + "' parameter is undefined." );
+				continue;
+
+			}
+
+			if ( key in this ) {
+
+				var currentValue = this[ key ];
+
+				if ( currentValue instanceof THREE.Color ) {
+
+					currentValue.set( newValue );
+
+				} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
+
+					currentValue.copy( newValue );
+
+				} else if ( key == 'overdraw' ) {
+
+					// ensure overdraw is backwards-compatable with legacy boolean type
+					this[ key ] = Number( newValue );
+
+				} else {
+
+					this[ key ] = newValue;
+
+				}
+
+			}
+
+		}
+
+	},
+
+	toJSON: function () {
+
+		var output = {
+			metadata: {
+				version: 4.2,
+				type: 'material',
+				generator: 'MaterialExporter'
+			},
+			uuid: this.uuid,
+			type: this.type
+		};
+
+		if ( this.name !== "" ) output.name = this.name;
+
+		if ( this instanceof THREE.MeshBasicMaterial ) {
+
+			output.color = this.color.getHex();
+			if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+			if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+		} else if ( this instanceof THREE.MeshLambertMaterial ) {
+
+			output.color = this.color.getHex();
+			output.emissive = this.emissive.getHex();
+			if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+			if ( this.shading !== THREE.SmoothShading ) output.shading = this.shading;
+			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+			if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+		} else if ( this instanceof THREE.MeshPhongMaterial ) {
+
+			output.color = this.color.getHex();
+			output.emissive = this.emissive.getHex();
+			output.specular = this.specular.getHex();
+			output.shininess = this.shininess;
+			if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+			if ( this.shading !== THREE.SmoothShading ) output.shading = this.shading;
+			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+			if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+		} else if ( this instanceof THREE.MeshNormalMaterial ) {
+
+			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+			if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+		} else if ( this instanceof THREE.MeshDepthMaterial ) {
+
+			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+			if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+		} else if ( this instanceof THREE.PointCloudMaterial ) {
+
+			output.size  = this.size;
+			output.sizeAttenuation = this.sizeAttenuation;
+			output.color = this.color.getHex();
+
+			if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+
+		} else if ( this instanceof THREE.ShaderMaterial ) {
+
+			output.uniforms = this.uniforms;
+			output.vertexShader = this.vertexShader;
+			output.fragmentShader = this.fragmentShader;
+
+		} else if ( this instanceof THREE.SpriteMaterial ) {
+
+			output.color = this.color.getHex();
+
+		}
+
+		if ( this.opacity < 1 ) output.opacity = this.opacity;
+		if ( this.transparent !== false ) output.transparent = this.transparent;
+		if ( this.wireframe !== false ) output.wireframe = this.wireframe;
+
+		return output;
+
+	},
+
+	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.blendSrcAlpha = this.blendSrcAlpha;
+		material.blendDstAlpha = this.blendDstAlpha;
+		material.blendEquationAlpha = this.blendEquationAlpha;
+
+		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;
+
+	},
+
+	update: function () {
+
+		this.dispatchEvent( { type: 'update' } );
+
+	},
+
+	dispose: function () {
+
+		this.dispatchEvent( { type: 'dispose' } );
+
+	}
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
+
+THREE.MaterialIdCount = 0;
+
+// File:src/materials/LineBasicMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  linewidth: <float>,
+ *  linecap: "round",
+ *  linejoin: "round",
+ *
+ *  vertexColors: <bool>
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.type = 'LineBasicMaterial';
+
+	this.color = new THREE.Color( 0xffffff );
+
+	this.linewidth = 1;
+	this.linecap = 'round';
+	this.linejoin = 'round';
+
+	this.vertexColors = THREE.NoColors;
+
+	this.fog = true;
+
+	this.setValues( parameters );
+
+};
+
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
+
+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;
+
+};
+
+// File:src/materials/LineDashedMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  linewidth: <float>,
+ *
+ *  scale: <float>,
+ *  dashSize: <float>,
+ *  gapSize: <float>,
+ *
+ *  vertexColors: <bool>
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.type = 'LineDashedMaterial';
+
+	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.constructor = THREE.LineDashedMaterial;
+
+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;
+
+};
+
+// File:src/materials/MeshBasicMaterial.js
+
+/**
+ * @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> ),
+ *
+ *  alphaMap: 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>,
+ *  depthWrite: <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.type = 'MeshBasicMaterial';
+
+	this.color = new THREE.Color( 0xffffff ); // emissive
+
+	this.map = null;
+
+	this.lightMap = null;
+
+	this.specularMap = null;
+
+	this.alphaMap = 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.constructor = THREE.MeshBasicMaterial;
+
+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.alphaMap = this.alphaMap;
+
+	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;
+
+};
+
+// File:src/materials/MeshLambertMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  emissive: <hex>,
+ *  opacity: <float>,
+ *
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  lightMap: new THREE.Texture( <Image> ),
+ *
+ *  specularMap: new THREE.Texture( <Image> ),
+ *
+ *  alphaMap: 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>,
+ *  depthWrite: <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.type = 'MeshLambertMaterial';
+
+	this.color = new THREE.Color( 0xffffff ); // diffuse
+	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.alphaMap = 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.constructor = THREE.MeshLambertMaterial;
+
+THREE.MeshLambertMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshLambertMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	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.alphaMap = this.alphaMap;
+
+	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;
+
+};
+
+// File:src/materials/MeshPhongMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <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> ),
+ *
+ *  alphaMap: 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>,
+ *  depthWrite: <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.type = 'MeshPhongMaterial';
+
+	this.color = new THREE.Color( 0xffffff ); // diffuse
+	this.emissive = new THREE.Color( 0x000000 );
+	this.specular = new THREE.Color( 0x111111 );
+	this.shininess = 30;
+
+	this.metal = false;
+
+	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.alphaMap = 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.constructor = THREE.MeshPhongMaterial;
+
+THREE.MeshPhongMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshPhongMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.emissive.copy( this.emissive );
+	material.specular.copy( this.specular );
+	material.shininess = this.shininess;
+
+	material.metal = this.metal;
+
+	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.alphaMap = this.alphaMap;
+
+	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;
+
+};
+
+// File:src/materials/MeshDepthMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  opacity: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshDepthMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.type = 'MeshDepthMaterial';
+
+	this.morphTargets = false;
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
+
+THREE.MeshDepthMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshDepthMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+
+	return material;
+
+};
+
+// File:src/materials/MeshNormalMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ *  opacity: <float>,
+ *
+ *  shading: THREE.FlatShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+	THREE.Material.call( this, parameters );
+
+	this.type = 'MeshNormalMaterial';
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+
+	this.morphTargets = false;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
+
+THREE.MeshNormalMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshNormalMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+
+	return material;
+
+};
+
+// File:src/materials/MeshFaceMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MeshFaceMaterial = function ( materials ) {
+
+	this.uuid = THREE.Math.generateUUID();
+
+	this.type = 'MeshFaceMaterial';
+	
+	this.materials = materials instanceof Array ? materials : [];
+
+};
+
+THREE.MeshFaceMaterial.prototype = {
+
+	constructor: THREE.MeshFaceMaterial,
+
+	toJSON: function () {
+
+		var output = {
+			metadata: {
+				version: 4.2,
+				type: 'material',
+				generator: 'MaterialExporter'
+			},
+			uuid: this.uuid,
+			type: this.type,
+			materials: []
+		};
+
+		for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
+
+			output.materials.push( this.materials[ i ].toJSON() );
+
+		}
+
+		return output;
+
+	},
+
+	clone: function () {
+
+		var material = new THREE.MeshFaceMaterial();
+
+		for ( var i = 0; i < this.materials.length; i ++ ) {
+
+			material.materials.push( this.materials[ i ].clone() );
+
+		}
+
+		return material;
+
+	}
+
+};
+
+// File:src/materials/PointCloudMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  size: <float>,
+ *  sizeAttenuation: <bool>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  vertexColors: <bool>,
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.PointCloudMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.type = 'PointCloudMaterial';
+
+	this.color = new THREE.Color( 0xffffff );
+
+	this.map = null;
+
+	this.size = 1;
+	this.sizeAttenuation = true;
+
+	this.vertexColors = THREE.NoColors;
+
+	this.fog = true;
+
+	this.setValues( parameters );
+
+};
+
+THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.PointCloudMaterial.prototype.constructor = THREE.PointCloudMaterial;
+
+THREE.PointCloudMaterial.prototype.clone = function () {
+
+	var material = new THREE.PointCloudMaterial();
+
+	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;
+
+};
+
+// backwards compatibility
+
+THREE.ParticleBasicMaterial = function ( parameters ) {
+
+	THREE.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
+	return new THREE.PointCloudMaterial( parameters );
+
+};
+
+THREE.ParticleSystemMaterial = function ( parameters ) {
+
+	THREE.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
+	return new THREE.PointCloudMaterial( parameters );
+
+};
+
+// File:src/materials/ShaderMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  defines: { "label" : "value" },
+ *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ *  fragmentShader: <string>,
+ *  vertexShader: <string>,
+ *
+ *  shading: THREE.SmoothShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <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.type = 'ShaderMaterial';
+
+	this.defines = {};
+	this.uniforms = {};
+	this.attributes = null;
+
+	this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
+	this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
+
+	this.shading = THREE.SmoothShading;
+
+	this.linewidth = 1;
+
+	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
+
+	// When rendered geometry doesn't include these attributes but the material does,
+	// use these default values in WebGL. This avoids errors when buffer data is missing.
+	this.defaultAttributeValues = {
+		'color': [ 1, 1, 1 ],
+		'uv': [ 0, 0 ],
+		'uv2': [ 0, 0 ]
+	};
+
+	this.index0AttributeName = undefined;
+
+	this.setValues( parameters );
+
+};
+
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
+
+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;
+
+};
+
+// File:src/materials/RawShaderMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RawShaderMaterial = function ( parameters ) {
+
+	THREE.ShaderMaterial.call( this, parameters );
+
+	this.type = 'RawShaderMaterial';
+
+};
+
+THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
+THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial;
+
+THREE.RawShaderMaterial.prototype.clone = function () {
+
+	var material = new THREE.RawShaderMaterial();
+
+	THREE.ShaderMaterial.prototype.clone.call( this, material );
+
+	return material;
+
+};
+
+// File:src/materials/SpriteMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *	uvOffset: new THREE.Vector2(),
+ *	uvScale: new THREE.Vector2(),
+ *
+ *  fog: <bool>
+ * }
+ */
+
+THREE.SpriteMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.type = 'SpriteMaterial';
+
+	this.color = new THREE.Color( 0xffffff );
+	this.map = null;
+
+	this.rotation = 0;
+
+	this.fog = false;
+
+	// set parameters
+
+	this.setValues( parameters );
+
+};
+
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial;
+
+THREE.SpriteMaterial.prototype.clone = function () {
+
+	var material = new THREE.SpriteMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.map = this.map;
+
+	material.rotation = this.rotation;
+
+	material.fog = this.fog;
+
+	return material;
+
+};
+
+// File:src/textures/Texture.js
+
+/**
+ * @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 ) {
+
+	Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
+
+	this.uuid = THREE.Math.generateUUID();
+
+	this.name = '';
+	this.sourceFile = '';
+
+	this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
+	this.mipmaps = [];
+
+	this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
+
+	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.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
+
+	this._needsUpdate = false;
+	this.onUpdate = null;
+
+    var _this = this;
+    this.__defineGetter__("needsUpdate", function(){
+        return _this._needsUpdate;
+    });
+
+    this.__defineSetter__("needsUpdate", function(value){
+
+        if ( value === true ) _this.update();
+        _this._needsUpdate = value;
+    });
+};
+
+THREE.Texture.DEFAULT_IMAGE = undefined;
+THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping;
+
+THREE.Texture.prototype = {
+
+	constructor: THREE.Texture,
+
+	clone: function ( texture ) {
+
+		if ( texture === undefined ) texture = new THREE.Texture();
+
+		texture.image = this.image;
+		texture.mipmaps = this.mipmaps.slice( 0 );
+
+		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;
+		texture.unpackAlignment = this.unpackAlignment;
+
+		return texture;
+
+	},
+
+	update: function () {
+
+		this.dispatchEvent( { type: 'update' } );
+
+	},
+
+	dispose: function () {
+
+		this.dispatchEvent( { type: 'dispose' } );
+
+	}
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
+
+THREE.TextureIdCount = 0;
+
+// File:src/textures/CubeTexture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+	mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping;
+	
+	THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+	this.images = images;
+
+};
+
+THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
+
+THREE.CubeTexture.clone = function ( texture ) {
+
+	if ( texture === undefined ) texture = new THREE.CubeTexture();
+
+	THREE.Texture.prototype.clone.call( this, texture );
+
+	texture.images = this.images;
+
+	return texture;
+
+};
+
+// File:src/textures/CompressedTexture.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+	this.image = { width: width, height: height };
+	this.mipmaps = mipmaps;
+
+	// no flipping for cube textures
+	// (also flipping doesn't work for compressed textures )
+
+	this.flipY = false;
+
+	// can't generate mipmaps for compressed textures
+	// mips must be embedded in DDS files
+
+	this.generateMipmaps = false;
+
+};
+
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture;
+
+THREE.CompressedTexture.prototype.clone = function () {
+
+	var texture = new THREE.CompressedTexture();
+
+	THREE.Texture.prototype.clone.call( this, texture );
+
+	return texture;
+
+};
+
+// File:src/textures/DataTexture.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+	this.image = { data: data, width: width, height: height };
+
+};
+
+THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.DataTexture.prototype.constructor = THREE.DataTexture;
+
+THREE.DataTexture.prototype.clone = function () {
+
+	var texture = new THREE.DataTexture();
+
+	THREE.Texture.prototype.clone.call( this, texture );
+
+	return texture;
+
+};
+
+// File:src/textures/VideoTexture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+	THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+	this.generateMipmaps = false;
+
+	var scope = this;
+
+	var update = function () {
+
+		requestAnimationFrame( update );
+
+		if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
+
+			scope.needsUpdate = true;
+
+		}
+
+	};
+
+	update();
+
+};
+
+THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.VideoTexture.prototype.constructor = THREE.VideoTexture;
+
+// File:src/objects/Group.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Group = function () {
+
+	THREE.Object3D.call( this );
+
+	this.type = 'Group';
+
+};
+
+THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Group.prototype.constructor = THREE.Group;
+
+// File:src/objects/PointCloud.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.PointCloud = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.type = 'PointCloud';
+
+	this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+	this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
+
+};
+
+THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
+THREE.PointCloud.prototype.constructor = THREE.PointCloud;
+
+THREE.PointCloud.prototype.raycast = ( function () {
+
+	var inverseMatrix = new THREE.Matrix4();
+	var ray = new THREE.Ray();
+
+	return function ( raycaster, intersects ) {
+
+		var object = this;
+		var geometry = object.geometry;
+		var threshold = raycaster.params.PointCloud.threshold;
+
+		inverseMatrix.getInverse( this.matrixWorld );
+		ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+		if ( geometry.boundingBox !== null ) {
+
+			if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
+
+				return;
+
+			}
+
+		}
+
+		var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
+		var position = new THREE.Vector3();
+
+		var testPoint = function ( point, index ) {
+
+			var rayPointDistance = ray.distanceToPoint( point );
+
+			if ( rayPointDistance < localThreshold ) {
+
+				var intersectPoint = ray.closestPointToPoint( point );
+				intersectPoint.applyMatrix4( object.matrixWorld );
+
+				var distance = raycaster.ray.origin.distanceTo( intersectPoint );
+
+				intersects.push( {
+
+					distance: distance,
+					distanceToRay: rayPointDistance,
+					point: intersectPoint.clone(),
+					index: index,
+					face: null,
+					object: object
+
+				} );
+
+			}
+
+		};
+
+		if ( geometry instanceof THREE.BufferGeometry ) {
+
+			var attributes = geometry.attributes;
+			var positions = attributes.position.array;
+
+			if ( attributes.index !== undefined ) {
+
+				var indices = attributes.index.array;
+				var offsets = geometry.offsets;
+
+				if ( offsets.length === 0 ) {
+
+					var offset = {
+						start: 0,
+						count: indices.length,
+						index: 0
+					};
+
+					offsets = [ offset ];
+
+				}
+
+				for ( var oi = 0, ol = offsets.length; oi < ol; ++ oi ) {
+
+					var start = offsets[ oi ].start;
+					var count = offsets[ oi ].count;
+					var index = offsets[ oi ].index;
+
+					for ( var i = start, il = start + count; i < il; i ++ ) {
+
+						var a = index + indices[ i ];
+
+						position.fromArray( positions, a * 3 );
+
+						testPoint( position, a );
+
+					}
+
+				}
+
+			} else {
+
+				var pointCount = positions.length / 3;
+
+				for ( var i = 0; i < pointCount; i ++ ) {
+
+					position.set(
+						positions[ 3 * i ],
+						positions[ 3 * i + 1 ],
+						positions[ 3 * i + 2 ]
+					);
+
+					testPoint( position, i );
+
+				}
+
+			}
+
+		} else {
+
+			var vertices = this.geometry.vertices;
+
+			for ( var i = 0; i < vertices.length; i ++ ) {
+
+				testPoint( vertices[ i ], i );
+
+			}
+
+		}
+
+	};
+
+}() );
+
+THREE.PointCloud.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+
+// Backwards compatibility
+
+THREE.ParticleSystem = function ( geometry, material ) {
+
+	THREE.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
+	return new THREE.PointCloud( geometry, material );
+
+};
+
+// File:src/objects/Line.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Line = function ( geometry, material, mode ) {
+
+	THREE.Object3D.call( this );
+
+	this.type = 'Line';
+
+	this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+	this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+
+	this.mode = mode !== undefined ? mode : THREE.LineStrip;
+
+};
+
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
+
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Line.prototype.constructor = THREE.Line;
+
+THREE.Line.prototype.raycast = ( function () {
+
+	var inverseMatrix = new THREE.Matrix4();
+	var ray = new THREE.Ray();
+	var sphere = new THREE.Sphere();
+
+	return function ( raycaster, intersects ) {
+
+		var precision = raycaster.linePrecision;
+		var precisionSq = precision * precision;
+
+		var geometry = this.geometry;
+
+		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+		// Checking boundingSphere distance to ray
+
+		sphere.copy( geometry.boundingSphere );
+		sphere.applyMatrix4( this.matrixWorld );
+
+		if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
+
+			return;
+
+		}
+
+		inverseMatrix.getInverse( this.matrixWorld );
+		ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+		var vStart = new THREE.Vector3();
+		var vEnd = new THREE.Vector3();
+		var interSegment = new THREE.Vector3();
+		var interRay = new THREE.Vector3();
+		var step = this.mode === THREE.LineStrip ? 1 : 2;
+
+		if ( geometry instanceof THREE.BufferGeometry ) {
+
+			var attributes = geometry.attributes;
+
+			if ( attributes.index !== undefined ) {
+
+				var indices = attributes.index.array;
+				var positions = attributes.position.array;
+				var offsets = geometry.offsets;
+
+				if ( offsets.length === 0 ) {
+
+					offsets = [ { start: 0, count: indices.length, index: 0 } ];
+
+				}
+
+				for ( var oi = 0; oi < offsets.length; oi ++) {
+
+					var start = offsets[ oi ].start;
+					var count = offsets[ oi ].count;
+					var index = offsets[ oi ].index;
+
+					for ( var i = start; i < start + count - 1; i += step ) {
+
+						var a = index + indices[ i ];
+						var b = index + indices[ i + 1 ];
+
+						vStart.fromArray( positions, a * 3 );
+						vEnd.fromArray( positions, b * 3 );
+
+						var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
+
+						if ( distSq > precisionSq ) continue;
+
+						var distance = ray.origin.distanceTo( interRay );
+
+						if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+						intersects.push( {
+
+							distance: distance,
+							// What do we want? intersection point on the ray or on the segment??
+							// point: raycaster.ray.at( distance ),
+							point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+							index: i,
+							offsetIndex: oi,
+							face: null,
+							faceIndex: null,
+							object: this
+
+						} );
+
+					}
+
+				}
+
+			} else {
+
+				var positions = attributes.position.array;
+
+				for ( var i = 0; i < positions.length / 3 - 1; i += step ) {
+
+					vStart.fromArray( positions, 3 * i );
+					vEnd.fromArray( positions, 3 * i + 3 );
+
+					var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
+
+					if ( distSq > precisionSq ) continue;
+
+					var distance = ray.origin.distanceTo( interRay );
+
+					if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+					intersects.push( {
+
+						distance: distance,
+						// What do we want? intersection point on the ray or on the segment??
+						// point: raycaster.ray.at( distance ),
+						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+						index: i,
+						face: null,
+						faceIndex: null,
+						object: this
+
+					} );
+
+				}
+
+			}
+
+		} else if ( geometry instanceof THREE.Geometry ) {
+
+			var vertices = geometry.vertices;
+			var nbVertices = vertices.length;
+
+			for ( var i = 0; i < nbVertices - 1; i += step ) {
+
+				var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
+
+				if ( distSq > precisionSq ) continue;
+
+				var distance = ray.origin.distanceTo( interRay );
+
+				if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+				intersects.push( {
+
+					distance: distance,
+					// What do we want? intersection point on the ray or on the segment??
+					// point: raycaster.ray.at( distance ),
+					point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+					index: i,
+					face: null,
+					faceIndex: null,
+					object: this
+
+				} );
+
+			}
+
+		}
+
+	};
+
+}() );
+
+THREE.Line.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.mode );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+
+// File:src/objects/Mesh.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author jonobr1 / http://jonobr1.com/
+ */
+
+THREE.Mesh = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.type = 'Mesh';
+	
+	this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+	this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
+
+	this.updateMorphTargets();
+
+};
+
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Mesh.prototype.constructor = THREE.Mesh;
+
+THREE.Mesh.prototype.updateMorphTargets = function () {
+
+	if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
+
+		this.morphTargetBase = - 1;
+		this.morphTargetForcedOrder = [];
+		this.morphTargetInfluences = [];
+		this.morphTargetDictionary = {};
+
+		for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
+
+			this.morphTargetInfluences.push( 0 );
+			this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
+
+		}
+
+	}
+
+};
+
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
+
+	if ( this.morphTargetDictionary[ name ] !== undefined ) {
+
+		return this.morphTargetDictionary[ name ];
+
+	}
+
+	THREE.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
+
+	return 0;
+
+};
+
+
+THREE.Mesh.prototype.raycast = ( function () {
+
+	var inverseMatrix = new THREE.Matrix4();
+	var ray = new THREE.Ray();
+	var sphere = new THREE.Sphere();
+
+	var vA = new THREE.Vector3();
+	var vB = new THREE.Vector3();
+	var vC = new THREE.Vector3();
+
+	return function ( raycaster, intersects ) {
+
+		var geometry = this.geometry;
+
+		// Checking boundingSphere distance to ray
+
+		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+		sphere.copy( geometry.boundingSphere );
+		sphere.applyMatrix4( this.matrixWorld );
+
+		if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
+
+			return;
+
+		}
+
+		// Check boundingBox before continuing
+
+		inverseMatrix.getInverse( this.matrixWorld );
+		ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+		if ( geometry.boundingBox !== null ) {
+
+			if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
+
+				return;
+
+			}
+
+		}
+
+		if ( geometry instanceof THREE.BufferGeometry ) {
+
+			var material = this.material;
+
+			if ( material === undefined ) return;
+
+			var attributes = geometry.attributes;
+
+			var a, b, c;
+			var precision = raycaster.precision;
+
+			if ( attributes.index !== undefined ) {
+
+				var indices = attributes.index.array;
+				var positions = attributes.position.array;
+				var offsets = geometry.offsets;
+
+				if ( offsets.length === 0 ) {
+
+					offsets = [ { start: 0, count: indices.length, index: 0 } ];
+
+				}
+
+				for ( var oi = 0, ol = offsets.length; oi < ol; ++ oi ) {
+
+					var start = offsets[ oi ].start;
+					var count = offsets[ oi ].count;
+					var index = offsets[ oi ].index;
+
+					for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+						a = index + indices[ i ];
+						b = index + indices[ i + 1 ];
+						c = index + indices[ i + 2 ];
+
+						vA.fromArray( positions, a * 3 );
+						vB.fromArray( positions, b * 3 );
+						vC.fromArray( positions, c * 3 );
+
+						if ( material.side === THREE.BackSide ) {
+
+							var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
+
+						} else {
+
+							var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
+
+						}
+
+						if ( intersectionPoint === null ) continue;
+
+						intersectionPoint.applyMatrix4( this.matrixWorld );
+
+						var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+						if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+						intersects.push( {
+
+							distance: distance,
+							point: intersectionPoint,
+							face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
+							faceIndex: null,
+							object: this
+
+						} );
+
+					}
+
+				}
+
+			} else {
+
+				var positions = attributes.position.array;
+
+				for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
+
+					a = i;
+					b = i + 1;
+					c = i + 2;
+
+					vA.fromArray( positions, j );
+					vB.fromArray( positions, j + 3 );
+					vC.fromArray( positions, j + 6 );
+
+					if ( material.side === THREE.BackSide ) {
+
+						var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
+
+					} else {
+
+						var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
+
+					}
+
+					if ( intersectionPoint === null ) continue;
+
+					intersectionPoint.applyMatrix4( this.matrixWorld );
+
+					var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+					if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+					intersects.push( {
+
+						distance: distance,
+						point: intersectionPoint,
+						face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
+						faceIndex: null,
+						object: this
+
+					} );
+
+				}
+
+			}
+
+		} else if ( geometry instanceof THREE.Geometry ) {
+
+			var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
+			var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
+
+			var a, b, c;
+			var precision = raycaster.precision;
+
+			var vertices = geometry.vertices;
+
+			for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+				var face = geometry.faces[ f ];
+
+				var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
+
+				if ( material === undefined ) continue;
+
+				a = vertices[ face.a ];
+				b = vertices[ face.b ];
+				c = vertices[ face.c ];
+
+				if ( material.morphTargets === true ) {
+
+					var morphTargets = geometry.morphTargets;
+					var morphInfluences = this.morphTargetInfluences;
+
+					vA.set( 0, 0, 0 );
+					vB.set( 0, 0, 0 );
+					vC.set( 0, 0, 0 );
+
+					for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
+
+						var influence = morphInfluences[ t ];
+
+						if ( influence === 0 ) continue;
+
+						var targets = morphTargets[ t ].vertices;
+
+						vA.x += ( targets[ face.a ].x - a.x ) * influence;
+						vA.y += ( targets[ face.a ].y - a.y ) * influence;
+						vA.z += ( targets[ face.a ].z - a.z ) * influence;
+
+						vB.x += ( targets[ face.b ].x - b.x ) * influence;
+						vB.y += ( targets[ face.b ].y - b.y ) * influence;
+						vB.z += ( targets[ face.b ].z - b.z ) * influence;
+
+						vC.x += ( targets[ face.c ].x - c.x ) * influence;
+						vC.y += ( targets[ face.c ].y - c.y ) * influence;
+						vC.z += ( targets[ face.c ].z - c.z ) * influence;
+
+					}
+
+					vA.add( a );
+					vB.add( b );
+					vC.add( c );
+
+					a = vA;
+					b = vB;
+					c = vC;
+
+				}
+
+				if ( material.side === THREE.BackSide ) {
+
+					var intersectionPoint = ray.intersectTriangle( c, b, a, true );
+
+				} else {
+
+					var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
+
+				}
+
+				if ( intersectionPoint === null ) continue;
+
+				intersectionPoint.applyMatrix4( this.matrixWorld );
+
+				var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+				if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+				intersects.push( {
+
+					distance: distance,
+					point: intersectionPoint,
+					face: face,
+					faceIndex: f,
+					object: this
+
+				} );
+
+			}
+
+		}
+
+	};
+
+}() );
+
+THREE.Mesh.prototype.clone = function ( object, recursive ) {
+
+	if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object, recursive );
+
+	return object;
+
+};
+
+// File:src/objects/Bone.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.Bone = function ( skin ) {
+
+	THREE.Object3D.call( this );
+
+	this.type = 'Bone';
+
+	this.skin = skin;
+
+};
+
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Bone.prototype.constructor = THREE.Bone;
+
+// File:src/objects/Skeleton.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author michael guerrero / http://realitymeltdown.com
+ * @author ikerr / http://verold.com
+ */
+
+THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
+
+	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+
+	this.identityMatrix = new THREE.Matrix4();
+
+	// copy the bone array
+
+	bones = bones || [];
+
+	this.bones = bones.slice( 0 );
+
+	// create a bone texture or an array of floats
+
+	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 ( this.bones.length > 256 )
+			size = 64;
+		else if ( this.bones.length > 64 )
+			size = 32;
+		else if ( this.bones.length > 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 * this.bones.length );
+
+	}
+
+	// use the supplied bone inverses or calculate the inverses
+
+	if ( boneInverses === undefined ) {
+
+		this.calculateInverses();
+
+	} else {
+
+		if ( this.bones.length === boneInverses.length ) {
+
+			this.boneInverses = boneInverses.slice( 0 );
+
+		} else {
+
+			THREE.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
+
+			this.boneInverses = [];
+
+			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+				this.boneInverses.push( new THREE.Matrix4() );
+
+			}
+
+		}
+
+	}
+
+};
+
+THREE.Skeleton.prototype.calculateInverses = function () {
+
+	this.boneInverses = [];
+
+	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+		var inverse = new THREE.Matrix4();
+
+		if ( this.bones[ b ] ) {
+
+			inverse.getInverse( this.bones[ b ].matrixWorld );
+
+		}
+
+		this.boneInverses.push( inverse );
+
+	}
+
+};
+
+THREE.Skeleton.prototype.pose = function () {
+
+	var bone;
+
+	// recover the bind-time world matrices
+
+	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+		bone = this.bones[ b ];
+
+		if ( bone ) {
+
+			bone.matrixWorld.getInverse( this.boneInverses[ b ] );
+
+		}
+
+	}
+
+	// compute the local matrices, positions, rotations and scales
+
+	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+		bone = this.bones[ b ];
+
+		if ( bone ) {
+
+			if ( bone.parent ) {
+
+				bone.matrix.getInverse( bone.parent.matrixWorld );
+				bone.matrix.multiply( bone.matrixWorld );
+
+			} else {
+
+				bone.matrix.copy( bone.matrixWorld );
+
+			}
+
+			bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
+
+		}
+
+	}
+
+};
+
+THREE.Skeleton.prototype.update = ( function () {
+
+	var offsetMatrix = new THREE.Matrix4();
+	
+	return function () {
+
+		// 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
+
+			var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
+
+			offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
+			offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
+
+		}
+
+		if ( this.useVertexTexture ) {
+
+			this.boneTexture.needsUpdate = true;
+
+		}
+		
+	};
+
+} )();
+
+
+// File:src/objects/SkinnedMesh.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
+
+	THREE.Mesh.call( this, geometry, material );
+
+	this.type = 'SkinnedMesh';
+
+	this.bindMode = "attached";
+	this.bindMatrix = new THREE.Matrix4();
+	this.bindMatrixInverse = new THREE.Matrix4();
+
+	// init bones
+
+	// TODO: remove bone creation as there is no reason (other than
+	// convenience) for THREE.SkinnedMesh to do this.
+
+	var bones = [];
+
+	if ( this.geometry && this.geometry.bones !== undefined ) {
+
+		var bone, gbone, p, q, s;
+
+		for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
+
+			gbone = this.geometry.bones[ b ];
+
+			p = gbone.pos;
+			q = gbone.rotq;
+			s = gbone.scl;
+
+			bone = new THREE.Bone( this );
+			bones.push( bone );
+
+			bone.name = gbone.name;
+			bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
+			bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
+
+			if ( s !== undefined ) {
+
+				bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
+
+			} else {
+
+				bone.scale.set( 1, 1, 1 );
+
+			}
+
+		}
+
+		for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
+
+			gbone = this.geometry.bones[ b ];
+
+			if ( gbone.parent !== - 1 ) {
+
+				bones[ gbone.parent ].add( bones[ b ] );
+
+			} else {
+
+				this.add( bones[ b ] );
+
+			}
+
+		}
+
+	}
+
+	this.normalizeSkinWeights();
+
+	this.updateMatrixWorld( true );
+	this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) );
+
+};
+
+
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
+THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh;
+
+THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
+
+	this.skeleton = skeleton;
+
+	if ( bindMatrix === undefined ) {
+
+		this.updateMatrixWorld( true );
+
+		bindMatrix = this.matrixWorld;
+
+	}
+
+	this.bindMatrix.copy( bindMatrix );
+	this.bindMatrixInverse.getInverse( bindMatrix );
+
+};
+
+THREE.SkinnedMesh.prototype.pose = function () {
+
+	this.skeleton.pose();
+
+};
+
+THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
+
+	if ( this.geometry instanceof THREE.Geometry ) {
+
+		for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
+
+			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
+
+			}
+
+		}
+
+	} else {
+
+		// skinning weights assumed to be normalized for THREE.BufferGeometry
+
+	}
+
+};
+
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
+
+	THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
+
+	if ( this.bindMode === "attached" ) {
+
+		this.bindMatrixInverse.getInverse( this.matrixWorld );
+
+	} else if ( this.bindMode === "detached" ) {
+
+		this.bindMatrixInverse.getInverse( this.bindMatrix );
+
+	} else {
+
+		THREE.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
+
+	}
+
+};
+
+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;
+
+};
+
+
+// File:src/objects/MorphAnimMesh.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphAnimMesh = function ( geometry, material ) {
+
+	THREE.Mesh.call( this, geometry, material );
+
+	this.type = 'MorphAnimMesh';
+
+	// 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.constructor = THREE.MorphAnimMesh;
+
+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 ];
+
+			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 {
+
+		THREE.warn( 'THREE.MorphAnimMesh: animation[' + label + '] undefined in .playAnimation()' );
+
+	}
+
+};
+
+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.interpolateTargets = function ( a, b, t ) {
+
+	var influences = this.morphTargetInfluences;
+
+	for ( var i = 0, l = influences.length; i < l; i ++ ) {
+
+		influences[ i ] = 0;
+
+	}
+
+	if ( a > -1 ) influences[ a ] = 1 - t;
+	if ( b > -1 ) influences[ b ] = t;
+
+};
+
+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;
+
+};
+
+// File:src/objects/LOD.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LOD = function () {
+
+	THREE.Object3D.call( this );
+
+	this.objects = [];
+
+};
+
+
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
+THREE.LOD.prototype.constructor = THREE.LOD;
+
+THREE.LOD.prototype.addLevel = function ( object, distance ) {
+
+	if ( distance === undefined ) distance = 0;
+
+	distance = Math.abs( distance );
+
+	for ( var l = 0; l < this.objects.length; l ++ ) {
+
+		if ( distance < this.objects[ l ].distance ) {
+
+			break;
+
+		}
+
+	}
+
+	this.objects.splice( l, 0, { distance: distance, object: object } );
+	this.add( object );
+
+};
+
+THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
+
+	for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
+
+		if ( distance < this.objects[ i ].distance ) {
+
+			break;
+
+		}
+
+	}
+
+	return this.objects[ i - 1 ].object;
+
+};
+
+THREE.LOD.prototype.raycast = ( function () {
+
+	var matrixPosition = new THREE.Vector3();
+
+	return function ( raycaster, intersects ) {
+
+		matrixPosition.setFromMatrixPosition( this.matrixWorld );
+
+		var distance = raycaster.ray.origin.distanceTo( matrixPosition );
+
+		this.getObjectForDistance( distance ).raycast( raycaster, intersects );
+
+	};
+
+}() );
+
+THREE.LOD.prototype.update = function () {
+
+	var v1 = new THREE.Vector3();
+	var v2 = new THREE.Vector3();
+
+	return function ( camera ) {
+
+		if ( this.objects.length > 1 ) {
+
+			v1.setFromMatrixPosition( camera.matrixWorld );
+			v2.setFromMatrixPosition( this.matrixWorld );
+
+			var distance = v1.distanceTo( v2 );
+
+			this.objects[ 0 ].object.visible = true;
+
+			for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
+
+				if ( distance >= this.objects[ i ].distance ) {
+
+					this.objects[ i - 1 ].object.visible = false;
+					this.objects[ i     ].object.visible = true;
+
+				} else {
+
+					break;
+
+				}
+
+			}
+
+			for ( ; i < l; i ++ ) {
+
+				this.objects[ i ].object.visible = false;
+
+			}
+
+		}
+
+	};
+
+}();
+
+THREE.LOD.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.LOD();
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
+		var x = this.objects[ i ].object.clone();
+		x.visible = i === 0;
+		object.addLevel( x, this.objects[ i ].distance );
+	}
+
+	return object;
+
+};
+
+// File:src/objects/Sprite.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Sprite = function (material) {
+
+	var indices = new Uint16Array( [ 0, 1, 2,  0, 2, 3 ] );
+	var vertices = new Float32Array( [ - 0.5, - 0.5, 0,   0.5, - 0.5, 0,   0.5, 0.5, 0,   - 0.5, 0.5, 0 ] );
+	var uvs = new Float32Array( [ 0, 0,   1, 0,   1, 1,   0, 1 ] );
+
+	var geometry = new THREE.BufferGeometry();
+	geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
+	geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+	geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+//	return function ( material ) {
+
+		THREE.Object3D.call( this );
+
+		this.type = 'Sprite';
+
+		this.geometry = geometry;
+		this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
+
+//	};
+
+};
+
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Sprite.prototype.constructor = THREE.Sprite;
+
+THREE.Sprite.prototype.raycast = ( function () {
+
+	var matrixPosition = new THREE.Vector3();
+
+	return function ( raycaster, intersects ) {
+
+		matrixPosition.setFromMatrixPosition( this.matrixWorld );
+
+		var distance = raycaster.ray.distanceToPoint( matrixPosition );
+
+		if ( distance > this.scale.x ) {
+
+			return;
+
+		}
+
+		intersects.push( {
+
+			distance: distance,
+			point: this.position,
+			face: null,
+			object: this
+
+		} );
+
+	};
+
+}() );
+
+THREE.Sprite.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Sprite( this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+
+// Backwards compatibility
+
+THREE.Particle = THREE.Sprite;
+
+// File:src/objects/LensFlare.js
+
+/**
+ * @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 );
+THREE.LensFlare.prototype.constructor = THREE.LensFlare;
+
+
+/*
+ * 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;
+
+	}
+
+};
+
+
+// File:src/scenes/Scene.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Scene = function () {
+
+	THREE.Object3D.call( this );
+
+	this.type = 'Scene';
+
+	this.fog = null;
+	this.overrideMaterial = null;
+
+	this.autoUpdate = true; // checked by the renderer
+
+};
+
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Scene.prototype.constructor = THREE.Scene;
+
+THREE.Scene.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Scene();
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	if ( this.fog !== null ) object.fog = this.fog.clone();
+	if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
+
+	object.autoUpdate = this.autoUpdate;
+	object.matrixAutoUpdate = this.matrixAutoUpdate;
+
+	return object;
+
+};
+
+// File:src/scenes/Fog.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Fog = function ( color, near, far ) {
+
+	this.name = '';
+
+	this.color = new THREE.Color( color );
+
+	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 );
+
+};
+
+// File:src/scenes/FogExp2.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.FogExp2 = function ( color, density ) {
+
+	this.name = '';
+
+	this.color = new THREE.Color( color );
+	this.density = ( density !== undefined ) ? density : 0.00025;
+
+};
+
+THREE.FogExp2.prototype.clone = function () {
+
+	return new THREE.FogExp2( this.color.getHex(), this.density );
+
+};
+
+// File:src/renderers/shaders/ShaderChunk.js
+
+THREE.ShaderChunk = {};
+
+// File:src/renderers/shaders/ShaderChunk/common.glsl
+
+THREE.ShaderChunk[ 'common'] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\nfloat square( in float a ) { return a*a; }\nvec2  square( in vec2 a )  { return vec2( a.x*a.x, a.y*a.y ); }\nvec3  square( in vec3 a )  { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); }\nvec4  square( in vec4 a )  { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); }\nfloat saturate( in float a ) { return clamp( a, 0.0, 1.0 ); }\nvec2  saturate( in vec2 a )  { return clamp( a, 0.0, 1.0 ); }\nvec3  saturate( in vec3 a )  { return clamp( a, 0.0, 1.0 ); }\nvec4  saturate( in vec4 a )  { return clamp( a, 0.0, 1.0 ); }\nfloat average( in float a ) { return a; }\nfloat average( in vec2 a )  { return ( a.x + a.y) * 0.5; }\nfloat average( in vec3 a )  { return ( a.x + a.y + a.z) / 3.0; }\nfloat average( in vec4 a )  { return ( a.x + a.y + a.z + a.w) * 0.25; }\nfloat whiteCompliment( in float a ) { return saturate( 1.0 - a ); }\nvec2  whiteCompliment( in vec2 a )  { return saturate( vec2(1.0) - a ); }\nvec3  whiteCompliment( in vec3 a )  { return saturate( vec3(1.0) - a ); }\nvec4  whiteCompliment( in vec4 a )  { return saturate( vec4(1.0) - a ); }\nvec3 transformDirection( in vec3 normal, in mat4 matrix ) {\n	return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );\n}\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\nvec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {\n	return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {\n	float distance = dot( planeNormal, point-pointOnPlane );\n	return point - distance * planeNormal;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n	return sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n	return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) );\n}\nfloat calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {\n	if ( decayExponent > 0.0 ) {\n	  return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent );\n	}\n	return 1.0;\n}\n\nvec3 inputToLinear( in vec3 a ) {\n#ifdef GAMMA_INPUT\n	return pow( a, vec3( float( GAMMA_FACTOR ) ) );\n#else\n	return a;\n#endif\n}\nvec3 linearToOutput( in vec3 a ) {\n#ifdef GAMMA_OUTPUT\n	return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n#else\n	return a;\n#endif\n}\n";
+
+// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
+
+THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n	if ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n	vLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n	vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n	float dotProduct = dot( transformedNormal, dirVector );\n	vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n	#ifdef DOUBLE_SIDED\n\n		vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n		#ifdef WRAP_AROUND\n\n			vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n		#endif\n\n	#endif\n\n	#ifdef WRAP_AROUND\n\n		vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n		directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n		#ifdef DOUBLE_SIDED\n\n			directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n		#endif\n\n	#endif\n\n	vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n	#ifdef DOUBLE_SIDED\n\n		vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n	#endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n		vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n		vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n		float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n		lVector = normalize( lVector );\n		float dotProduct = dot( transformedNormal, lVector );\n\n		vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n		#ifdef DOUBLE_SIDED\n\n			vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n			#ifdef WRAP_AROUND\n\n				vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n			#endif\n\n		#endif\n\n		#ifdef WRAP_AROUND\n\n			vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n			pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n			#ifdef DOUBLE_SIDED\n\n				pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n			#endif\n\n		#endif\n\n		vLightFront += pointLightColor[ i ] * pointLightWeighting * attenuation;\n\n		#ifdef DOUBLE_SIDED\n\n			vLightBack += pointLightColor[ i ] * pointLightWeightingBack * attenuation;\n\n		#endif\n\n	}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n		vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n		vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n		float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n		if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n			spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n			float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n			lVector = normalize( lVector );\n\n			float dotProduct = dot( transformedNormal, lVector );\n			vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n			#ifdef DOUBLE_SIDED\n\n				vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n				#ifdef WRAP_AROUND\n\n					vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n				#endif\n\n			#endif\n\n			#ifdef WRAP_AROUND\n\n				vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n				spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n				#ifdef DOUBLE_SIDED\n\n					spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n				#endif\n\n			#endif\n\n			vLightFront += spotLightColor[ i ] * spotLightWeighting * attenuation * spotEffect;\n\n			#ifdef DOUBLE_SIDED\n\n				vLightBack += spotLightColor[ i ] * spotLightWeightingBack * attenuation * spotEffect;\n\n			#endif\n\n		}\n\n	}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n		vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n		float dotProduct = dot( transformedNormal, lVector );\n\n		float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n		float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n		vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n		#ifdef DOUBLE_SIDED\n\n			vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n		#endif\n\n	}\n\n#endif\n\nvLightFront += ambientLightColor;\n\n#ifdef DOUBLE_SIDED\n\n	vLightBack += ambientLightColor;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n	uniform vec4 offsetRepeat;\n	uniform sampler2D map;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
+
+THREE.ShaderChunk[ 'default_vertex'] = "#ifdef USE_SKINNING\n\n	vec4 mvPosition = modelViewMatrix * skinned;\n\n#elif defined( USE_MORPHTARGETS )\n\n	vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#else\n\n	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n";
+
+// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n	varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n	uniform sampler2D map;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n	mat4 skinMatrix = mat4( 0.0 );\n	skinMatrix += skinWeight.x * boneMatX;\n	skinMatrix += skinWeight.y * boneMatY;\n	skinMatrix += skinWeight.z * boneMatZ;\n	skinMatrix += skinWeight.w * boneMatW;\n	skinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\n	#ifdef USE_MORPHNORMALS\n\n	vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n	#else\n\n	vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n	#endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		varying float vFragDepth;\n\n	#endif\n\n	uniform float logDepthBufFC;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n	varying vec2 vUv2;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
+
+THREE.ShaderChunk[ 'lights_phong_fragment'] = "#ifndef FLAT_SHADED\n\n	vec3 normal = normalize( vNormal );\n\n	#ifdef DOUBLE_SIDED\n\n		normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n	#endif\n\n#else\n\n	vec3 fdx = dFdx( vViewPosition );\n	vec3 fdy = dFdy( vViewPosition );\n	vec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef USE_NORMALMAP\n\n	normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n	normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n	for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n		vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n		vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n		float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n		lVector = normalize( lVector );\n\n		// diffuse\n\n		float dotProduct = dot( normal, lVector );\n\n		#ifdef WRAP_AROUND\n\n			float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n			float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n			vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n		#else\n\n			float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n		#endif\n\n		totalDiffuseLight += pointLightColor[ i ] * pointDiffuseWeight * attenuation;\n\n				// specular\n\n		vec3 pointHalfVector = normalize( lVector + viewPosition );\n		float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n		float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n		float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n		vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n		totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * attenuation * specularNormalization;\n\n	}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n		vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n		vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n		float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n		lVector = normalize( lVector );\n\n		float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n		if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n			spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n			// diffuse\n\n			float dotProduct = dot( normal, lVector );\n\n			#ifdef WRAP_AROUND\n\n				float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n				float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n				vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n			#else\n\n				float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n			#endif\n\n			totalDiffuseLight += spotLightColor[ i ] * spotDiffuseWeight * attenuation * spotEffect;\n\n			// specular\n\n			vec3 spotHalfVector = normalize( lVector + viewPosition );\n			float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n			float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n			float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n			vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n			totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * attenuation * specularNormalization * spotEffect;\n\n		}\n\n	}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n	for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n		vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n		// diffuse\n\n		float dotProduct = dot( normal, dirVector );\n\n		#ifdef WRAP_AROUND\n\n			float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n			float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n			vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n		#else\n\n			float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n		#endif\n\n		totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;\n\n		// specular\n\n		vec3 dirHalfVector = normalize( dirVector + viewPosition );\n		float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n		float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n		/*\n		// fresnel term from skin shader\n		const float F0 = 0.128;\n\n		float base = 1.0 - dot( viewPosition, dirHalfVector );\n		float exponential = pow( base, 5.0 );\n\n		float fresnel = exponential + F0 * ( 1.0 - exponential );\n		*/\n\n		/*\n		// fresnel term from fresnel shader\n		const float mFresnelBias = 0.08;\n		const float mFresnelScale = 0.3;\n		const float mFresnelPower = 5.0;\n\n		float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n		*/\n\n		float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n		// 		dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n		vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n		totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n	}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n		vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n		// diffuse\n\n		float dotProduct = dot( normal, lVector );\n		float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n		vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n		totalDiffuseLight += hemiColor;\n\n		// specular (sky light)\n\n		vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n		float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n		float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n		// specular (ground light)\n\n		vec3 lVectorGround = -lVector;\n\n		vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n		float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n		float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n		float dotProductGround = dot( normal, lVectorGround );\n\n		float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n		vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n		vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n		totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n	}\n\n#endif\n\n#ifdef METAL\n\n	outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) * specular + totalSpecularLight + emissive;\n\n#else\n\n	outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight + emissive;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n	uniform vec3 fogColor;\n\n	#ifdef FOG_EXP2\n\n		uniform float fogDensity;\n\n	#else\n\n		uniform float fogNear;\n		uniform float fogFar;\n	#endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n	vec3 morphedNormal = vec3( 0.0 );\n\n	morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n	morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n	morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n	morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n	morphedNormal += normal;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n	uniform float reflectivity;\n	#ifdef ENVMAP_TYPE_CUBE\n		uniform samplerCube envMap;\n	#else\n		uniform sampler2D envMap;\n	#endif\n	uniform float flipEnvMap;\n\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n		uniform float refractionRatio;\n\n	#else\n\n		varying vec3 vReflect;\n\n	#endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n	gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n	uniform sampler2D normalMap;\n	uniform vec2 normalScale;\n\n	// Per-Pixel Tangent Space Normal Mapping\n	// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n	vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n		vec3 q0 = dFdx( eye_pos.xyz );\n		vec3 q1 = dFdy( eye_pos.xyz );\n		vec2 st0 = dFdx( vUv.st );\n		vec2 st1 = dFdy( vUv.st );\n\n		vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n		vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n		vec3 N = normalize( surf_norm );\n\n		vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n		mapN.xy = normalScale * mapN.xy;\n		mat3 tsn = mat3( S, T, N );\n		return normalize( tsn * mapN );\n\n	}\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n	varying vec3 vWorldPosition;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n	varying vec2 vUv2;\n	uniform sampler2D lightMap;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
+
+THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n	for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n		vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n	}\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n	vWorldPosition = worldPosition.xyz;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
+
+THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n	vec4 texelColor = texture2D( map, vUv );\n\n	texelColor.xyz = inputToLinear( texelColor.xyz );\n\n	diffuseColor *= texelColor;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
+
+THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n	vUv2 = uv2;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
+
+THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n	diffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n	varying vec3 vColor;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
+
+THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n	vColor.xyz = inputToLinear( color.xyz );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
+
+THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n	#ifdef USE_MORPHTARGETS\n\n	vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n	#else\n\n	vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n	#endif\n\n	vec4 skinned = vec4( 0.0 );\n	skinned += boneMatX * skinVertex * skinWeight.x;\n	skinned += boneMatY * skinVertex * skinWeight.y;\n	skinned += boneMatZ * skinVertex * skinWeight.z;\n	skinned += boneMatW * skinVertex * skinWeight.w;\n	skinned  = bindMatrixInverse * skinned;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n	varying vec3 vReflect;\n\n	uniform float refractionRatio;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
+
+THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "\n	outgoingLight = linearToOutput( outgoingLight );\n";
+
+// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n	varying vec3 vColor;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n	uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n	uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n	uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n	uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n	uniform vec3 wrapRGB;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n	varying vec2 vUv;\n	uniform vec4 offsetRepeat;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
+
+THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n		vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n		// Transforming Normal Vectors with the Inverse Transformation\n		vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n		#ifdef ENVMAP_MODE_REFLECTION\n\n			vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n		#else\n\n			vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n		#endif\n\n	#else\n\n		vec3 reflectVec = vReflect;\n\n	#endif\n\n	#ifdef DOUBLE_SIDED\n		float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n	#else\n		float flipNormal = 1.0;\n	#endif\n\n	#ifdef ENVMAP_TYPE_CUBE\n		vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n	#elif defined( ENVMAP_TYPE_EQUIREC )\n		vec2 sampleUV;\n		sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n		sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n		vec4 envColor = texture2D( envMap, sampleUV );\n\n	#elif defined( ENVMAP_TYPE_SPHERE )\n		vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n		vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n	#endif\n\n	envColor.xyz = inputToLinear( envColor.xyz );\n\n	#ifdef ENVMAP_BLENDING_MULTIPLY\n\n		outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n	#elif defined( ENVMAP_BLENDING_MIX )\n\n		outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n	#elif defined( ENVMAP_BLENDING_ADD )\n\n		outgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n	#endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n	uniform sampler2D specularMap;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n	gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n		gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n	#endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n	#ifndef USE_MORPHNORMALS\n\n	uniform float morphTargetInfluences[ 8 ];\n\n	#else\n\n	uniform float morphTargetInfluences[ 4 ];\n\n	#endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
+
+THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n	vec4 texelSpecular = texture2D( specularMap, vUv );\n	specularStrength = texelSpecular.r;\n\n#else\n\n	specularStrength = 1.0;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
+
+THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n	#else\n\n		float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n	#endif\n\n	#ifdef FOG_EXP2\n\n		float fogFactor = exp2( - square( fogDensity ) * square( depth ) * LOG2 );\n		fogFactor = whiteCompliment( fogFactor );\n\n	#else\n\n		float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n	#endif\n	\n	outgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n	uniform sampler2D bumpMap;\n	uniform float bumpScale;\n\n	// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n	// http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n	// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n	vec2 dHdxy_fwd() {\n\n		vec2 dSTdx = dFdx( vUv );\n		vec2 dSTdy = dFdy( vUv );\n\n		float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n		float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n		float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n		return vec2( dBx, dBy );\n\n	}\n\n	vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n		vec3 vSigmaX = dFdx( surf_pos );\n		vec3 vSigmaY = dFdy( surf_pos );\n		vec3 vN = surf_norm;		// normalized\n\n		vec3 R1 = cross( vSigmaY, vN );\n		vec3 R2 = cross( vN, vSigmaX );\n\n		float fDet = dot( vSigmaX, R1 );\n\n		vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n		return normalize( abs( fDet ) * surf_norm - vGrad );\n\n	}\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'defaultnormal_vertex'] = "#ifdef USE_SKINNING\n\n	vec3 objectNormal = skinnedNormal.xyz;\n\n#elif defined( USE_MORPHNORMALS )\n\n	vec3 objectNormal = morphedNormal;\n\n#else\n\n	vec3 objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n	objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n	uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n	uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n	uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n	uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n	varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n	uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n	varying vec3 vNormal;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
+
+THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n	mat4 boneMatX = getBoneMatrix( skinIndex.x );\n	mat4 boneMatY = getBoneMatrix( skinIndex.y );\n	mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n	mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
+
+THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n	vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
+
+THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n	outgoingLight *= diffuseColor.xyz * texture2D( lightMap, vUv2 ).xyz;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n	varying vec4 vShadowCoord[ MAX_SHADOWS ];\n	uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
+
+THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n	diffuseColor.rgb *= vColor;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
+
+THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n	vec3 morphed = vec3( 0.0 );\n	morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n	morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n	morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n	morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n	#ifndef USE_MORPHNORMALS\n\n	morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n	morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n	morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n	morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n	#endif\n\n	morphed += position;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
+
+THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n	vec3 worldNormal = transformDirection( objectNormal, modelMatrix );\n\n	vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n	#ifdef ENVMAP_MODE_REFLECTION\n\n		vReflect = reflect( cameraToVertex, worldNormal );\n\n	#else\n\n		vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n	#endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
+
+THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n	#ifdef SHADOWMAP_DEBUG\n\n		vec3 frustumColors[3];\n		frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n		frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n		frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n	#endif\n\n	#ifdef SHADOWMAP_CASCADE\n\n		int inFrustumCount = 0;\n\n	#endif\n\n	float fDepth;\n	vec3 shadowColor = vec3( 1.0 );\n\n	for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n		vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n				// if ( something && something ) breaks ATI OpenGL shader compiler\n				// if ( all( something, something ) ) using this instead\n\n		bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n		bool inFrustum = all( inFrustumVec );\n\n				// don't shadow pixels outside of light frustum\n				// use just first frustum (for cascades)\n				// don't shadow pixels behind far plane of light frustum\n\n		#ifdef SHADOWMAP_CASCADE\n\n			inFrustumCount += int( inFrustum );\n			bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n		#else\n\n			bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n		#endif\n\n		bool frustumTest = all( frustumTestVec );\n\n		if ( frustumTest ) {\n\n			shadowCoord.z += shadowBias[ i ];\n\n			#if defined( SHADOWMAP_TYPE_PCF )\n\n						// Percentage-close filtering\n						// (9 pixel kernel)\n						// http://fabiensanglard.net/shadowmappingPCF/\n\n				float shadow = 0.0;\n\n		/*\n						// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n						// must enroll loop manually\n\n				for ( float y = -1.25; y <= 1.25; y += 1.25 )\n					for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n						vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n								// doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n								//vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n						float fDepth = unpackDepth( rgbaDepth );\n\n						if ( fDepth < shadowCoord.z )\n							shadow += 1.0;\n\n				}\n\n				shadow /= 9.0;\n\n		*/\n\n				const float shadowDelta = 1.0 / 9.0;\n\n				float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n				float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n				float dx0 = -1.25 * xPixelOffset;\n				float dy0 = -1.25 * yPixelOffset;\n				float dx1 = 1.25 * xPixelOffset;\n				float dy1 = 1.25 * yPixelOffset;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n			#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n						// Percentage-close filtering\n						// (9 pixel kernel)\n						// http://fabiensanglard.net/shadowmappingPCF/\n\n				float shadow = 0.0;\n\n				float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n				float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n				float dx0 = -1.0 * xPixelOffset;\n				float dy0 = -1.0 * yPixelOffset;\n				float dx1 = 1.0 * xPixelOffset;\n				float dy1 = 1.0 * yPixelOffset;\n\n				mat3 shadowKernel;\n				mat3 depthKernel;\n\n				depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n				depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n				depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n				depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n				depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n				depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n				depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n				depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n				depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n				vec3 shadowZ = vec3( shadowCoord.z );\n				shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n				shadowKernel[0] *= vec3(0.25);\n\n				shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n				shadowKernel[1] *= vec3(0.25);\n\n				shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n				shadowKernel[2] *= vec3(0.25);\n\n				vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n				shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n				shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n				vec4 shadowValues;\n				shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n				shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n				shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n				shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n				shadow = dot( shadowValues, vec4( 1.0 ) );\n\n				shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n			#else\n\n				vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n				float fDepth = unpackDepth( rgbaDepth );\n\n				if ( fDepth < shadowCoord.z )\n\n		// spot with multiple shadows is darker\n\n					shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n		// spot with multiple shadows has the same color as single shadow spot\n\n		// 					shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n			#endif\n\n		}\n\n\n		#ifdef SHADOWMAP_DEBUG\n\n			#ifdef SHADOWMAP_CASCADE\n\n				if ( inFrustum && inFrustumCount == 1 ) outgoingLight *= frustumColors[ i ];\n\n			#else\n\n				if ( inFrustum ) outgoingLight *= frustumColors[ i ];\n\n			#endif\n\n		#endif\n\n	}\n\n	// NOTE: I am unsure if this is correct in linear space.  -bhouston, Dec 29, 2014\n	shadowColor = inputToLinear( shadowColor );\n\n	outgoingLight = outgoingLight * shadowColor;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
+
+THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n	#ifdef USE_SKINNING\n\n		vec4 worldPosition = modelMatrix * skinned;\n\n	#elif defined( USE_MORPHTARGETS )\n\n		vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n	#else\n\n		vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n	#endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n	uniform sampler2D shadowMap[ MAX_SHADOWS ];\n	uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n	uniform float shadowDarkness[ MAX_SHADOWS ];\n	uniform float shadowBias[ MAX_SHADOWS ];\n\n	varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n	float unpackDepth( const in vec4 rgba_depth ) {\n\n		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 );\n		float depth = dot( rgba_depth, bit_shift );\n		return depth;\n\n	}\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n	uniform mat4 bindMatrix;\n	uniform mat4 bindMatrixInverse;\n\n	#ifdef BONE_TEXTURE\n\n		uniform sampler2D boneTexture;\n		uniform int boneTextureWidth;\n		uniform int boneTextureHeight;\n\n		mat4 getBoneMatrix( const in float i ) {\n\n			float j = i * 4.0;\n			float x = mod( j, float( boneTextureWidth ) );\n			float y = floor( j / float( boneTextureWidth ) );\n\n			float dx = 1.0 / float( boneTextureWidth );\n			float dy = 1.0 / float( boneTextureHeight );\n\n			y = dy * ( y + 0.5 );\n\n			vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n			vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n			vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n			vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n			mat4 bone = mat4( v1, v2, v3, v4 );\n\n			return bone;\n\n		}\n\n	#else\n\n		uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n		mat4 getBoneMatrix( const in float i ) {\n\n			mat4 bone = boneGlobalMatrices[ int(i) ];\n			return bone;\n\n		}\n\n	#endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n	uniform float logDepthBufFC;\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		#extension GL_EXT_frag_depth : enable\n		varying float vFragDepth;\n\n	#endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
+
+THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n	diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n	uniform sampler2D alphaMap;\n\n#endif\n";
+
+// File:src/renderers/shaders/UniformsUtils.js
+
+/**
+ * Uniform Utilities
+ */
+
+THREE.UniformsUtils = {
+
+	merge: function ( uniforms ) {
+
+		var merged = {};
+
+		for ( var u = 0; u < uniforms.length; u ++ ) {
+
+			var tmp = this.clone( uniforms[ u ] );
+
+			for ( var p in tmp ) {
+
+				merged[ p ] = tmp[ p ];
+
+			}
+
+		}
+
+		return merged;
+
+	},
+
+	clone: function ( uniforms_src ) {
+
+		var uniforms_dst = {};
+
+		for ( var u in uniforms_src ) {
+
+			uniforms_dst[ u ] = {};
+
+			for ( var p in uniforms_src[ u ] ) {
+
+				var 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;
+
+	}
+
+};
+
+// File:src/renderers/shaders/UniformsLib.js
+
+/**
+ * Uniforms library for shared webgl shaders
+ */
+
+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 },
+		"alphaMap" : { type: "t", value: null },
+
+		"envMap" : { type: "t", value: null },
+		"flipEnvMap" : { type: "f", value: - 1 },
+		"reflectivity" : { type: "f", value: 1.0 },
+		"refractionRatio" : { type: "f", value: 0.98 },
+
+		"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: [] },
+		"pointLightDecay" : { 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: [] },
+		"spotLightDecay" : { 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 },
+		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+		"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: [] }
+
+	}
+
+};
+
+// File:src/renderers/shaders/ShaderLib.js
+
+/**
+ * Webgl Shader Library for three.js
+ *
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+
+THREE.ShaderLib = {
+
+	'basic': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "shadowmap" ]
+
+		] ),
+
+		vertexShader: [
+
+			THREE.ShaderChunk[ "common" ],
+			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" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+
+			"	#ifdef USE_ENVMAP",
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+			"	#endif",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "alphamap_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" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+			"void main() {",
+
+			"	vec3 outgoingLight = vec3( 0.0 );",	// outgoing light does not have an alpha, the surface does
+			"	vec4 diffuseColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "alphamap_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+
+			"	outgoingLight = diffuseColor.rgb;", // simple shader
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],		// TODO: Light map on an otherwise unlit surface doesn't make sense.
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],		// TODO: Shadows on an otherwise unlit surface doesn't make sense.
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",	// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'lambert': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+				"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[ "common" ],
+			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" ],
+			THREE.ShaderChunk[ "logdepthbuf_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[ "logdepthbuf_vertex" ],
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "lights_lambert_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform vec3 emissive;",
+			"uniform float opacity;",
+
+			"varying vec3 vLightFront;",
+
+			"#ifdef DOUBLE_SIDED",
+
+			"	varying vec3 vLightBack;",
+
+			"#endif",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "alphamap_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" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+			"void main() {",
+
+			"	vec3 outgoingLight = vec3( 0.0 );",	// outgoing light does not have an alpha, the surface does
+			"	vec4 diffuseColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "alphamap_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 )",
+			"			outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
+			"		else",
+			"			outgoingLight += diffuseColor.rgb * vLightBack + emissive;",
+
+			"	#else",
+
+			"		outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
+
+			"	#endif",
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",	// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+			"}"
+
+		].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" ],
+
+			{
+				"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;",
+
+			"#ifndef FLAT_SHADED",
+
+			"	varying vec3 vNormal;",
+
+			"#endif",
+
+			THREE.ShaderChunk[ "common" ],
+			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" ],
+			THREE.ShaderChunk[ "logdepthbuf_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" ],
+
+			"#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
+
+			"	vNormal = normalize( transformedNormal );",
+
+			"#endif",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+			"	vViewPosition = -mvPosition.xyz;",
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "lights_phong_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"#define PHONG",
+
+			"uniform vec3 diffuse;",
+			"uniform vec3 emissive;",
+			"uniform vec3 specular;",
+			"uniform float shininess;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "alphamap_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" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+			"void main() {",
+
+			"	vec3 outgoingLight = vec3( 0.0 );",	// outgoing light does not have an alpha, the surface does
+			"	vec4 diffuseColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "alphamap_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+
+				THREE.ShaderChunk[ "lights_phong_fragment" ],
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",	// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'particle_basic': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "particle" ],
+			THREE.UniformsLib[ "shadowmap" ]
+
+		] ),
+
+		vertexShader: [
+
+			"uniform float size;",
+			"uniform float scale;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+			THREE.ShaderChunk[ "logdepthbuf_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[ "logdepthbuf_vertex" ],
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 psColor;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+			"void main() {",
+
+			"	vec3 outgoingLight = vec3( 0.0 );",	// outgoing light does not have an alpha, the surface does
+			"	vec4 diffuseColor = vec4( psColor, opacity );",
+
+				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+				THREE.ShaderChunk[ "map_particle_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+
+			"	outgoingLight = diffuseColor.rgb;", // simple shader
+
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",	// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+			"}"
+
+		].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[ "common" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "color_vertex" ],
+
+			"	vLineDistance = scale * lineDistance;",
+
+			"	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+			"	gl_Position = projectionMatrix * mvPosition;",
+
+				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			"uniform float dashSize;",
+			"uniform float totalSize;",
+
+			"varying float vLineDistance;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+			"void main() {",
+
+			"	if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+			"		discard;",
+
+			"	}",
+
+			"	vec3 outgoingLight = vec3( 0.0 );",	// outgoing light does not have an alpha, the surface does
+			"	vec4 diffuseColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+
+			"	outgoingLight = diffuseColor.rgb;", // simple shader
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",	// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'depth': {
+
+		uniforms: {
+
+			"mNear": { type: "f", value: 1.0 },
+			"mFar" : { type: "f", value: 2000.0 },
+			"opacity" : { type: "f", value: 1.0 }
+
+		},
+
+		vertexShader: [
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float mNear;",
+			"uniform float mFar;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+			"	#ifdef USE_LOGDEPTHBUF_EXT",
+
+			"		float depth = gl_FragDepthEXT / gl_FragCoord.w;",
+
+			"	#else",
+
+			"		float depth = gl_FragCoord.z / gl_FragCoord.w;",
+
+			"	#endif",
+
+			"	float color = 1.0 - smoothstep( mNear, mFar, depth );",
+			"	gl_FragColor = vec4( vec3( color ), opacity );",   // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'normal': {
+
+		uniforms: {
+
+			"opacity" : { type: "f", value: 1.0 }
+
+		},
+
+		vertexShader: [
+
+			"varying vec3 vNormal;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+			"void main() {",
+
+			"	vNormal = normalize( normalMatrix * normal );",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float opacity;",
+			"varying vec3 vNormal;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+			"void main() {",
+
+			"	gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	/* -------------------------------------------------------------------------
+	//	Cube map shader
+	 ------------------------------------------------------------------------- */
+
+	'cube': {
+
+		uniforms: { "tCube": { type: "t", value: null },
+					"tFlip": { type: "f", value: - 1 } },
+
+		vertexShader: [
+
+			"varying vec3 vWorldPosition;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+			"void main() {",
+
+			"	vWorldPosition = transformDirection( position, modelMatrix );",
+
+			"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform samplerCube tCube;",
+			"uniform float tFlip;",
+
+			"varying vec3 vWorldPosition;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+			"void main() {",
+
+			"	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	/* -------------------------------------------------------------------------
+	//	Cube map shader
+	 ------------------------------------------------------------------------- */
+
+	'equirect': {
+
+		uniforms: { "tEquirect": { type: "t", value: null },
+					"tFlip": { type: "f", value: - 1 } },
+
+		vertexShader: [
+
+			"varying vec3 vWorldPosition;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+			"void main() {",
+
+			"	vWorldPosition = transformDirection( position, modelMatrix );",
+
+			"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform sampler2D tEquirect;",
+			"uniform float tFlip;",
+
+			"varying vec3 vWorldPosition;",
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+			"void main() {",
+
+				// "	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+				"vec3 direction = normalize( vWorldPosition );",
+				"vec2 sampleUV;",
+				"sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
+				"sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
+				"gl_FragColor = texture2D( tEquirect, sampleUV );",
+
+				THREE.ShaderChunk[ "logdepthbuf_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
+	 * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+	 */
+
+	'depthRGBA': {
+
+		uniforms: {},
+
+		vertexShader: [
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+			"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 = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // "	vec4 res = fract( depth * bit_shift );",
+			"	res -= res.xxyz * bit_mask;",
+			"	return res;",
+
+			"}",
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+			"	#ifdef USE_LOGDEPTHBUF_EXT",
+
+			"		gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
+
+			"	#else",
+
+			"		gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+			"	#endif",
+
+				//"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")
+
+	}
+
+};
+
+// File:src/renderers/WebGLRenderTarget.js
+
+/**
+ * @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;
+
+	this.shareDepthFrom = options.shareDepthFrom !== undefined ? options.shareDepthFrom : null;
+
+};
+
+THREE.WebGLRenderTarget.prototype = {
+
+	constructor: THREE.WebGLRenderTarget,
+
+	setSize: function ( width, height ) {
+
+		this.width = width;
+		this.height = height;
+
+	},
+
+	clone: function () {
+
+		var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
+
+		tmp.wrapS = this.wrapS;
+		tmp.wrapT = this.wrapT;
+
+		tmp.magFilter = this.magFilter;
+		tmp.minFilter = this.minFilter;
+
+		tmp.anisotropy = this.anisotropy;
+
+		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;
+
+		tmp.shareDepthFrom = this.shareDepthFrom;
+
+		return tmp;
+
+	},
+
+	dispose: function () {
+
+		this.dispatchEvent( { type: 'dispose' } );
+
+	}
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
+
+// File:src/renderers/WebGLRenderTargetCube.js
+
+/**
+ * @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 );
+THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
+
+// File:src/renderers/webgl/WebGLExtensions.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLExtensions = function ( gl ) {
+
+	var extensions = {};
+
+	this.get = function ( name ) {
+
+		if ( extensions[ name ] !== undefined ) {
+
+			return extensions[ name ];
+
+		}
+
+		var extension;
+
+		switch ( name ) {
+
+			case 'EXT_texture_filter_anisotropic':
+				extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+				break;
+
+			case 'WEBGL_compressed_texture_s3tc':
+				extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+				break;
+
+			case 'WEBGL_compressed_texture_pvrtc':
+				extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
+				break;
+
+			default:
+				extension = gl.getExtension( name );
+
+		}
+
+		if ( extension === null ) {
+
+			THREE.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
+
+		}
+
+		extensions[ name ] = extension;
+
+		return extension;
+
+	};
+
+};
+
+// File:src/renderers/webgl/WebGLProgram.js
+
+THREE.WebGLProgram = ( function () {
+
+	var programIdCount = 0;
+
+	var generateDefines = function ( 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' );
+
+	};
+
+	var cacheUniformLocations = function ( gl, program, identifiers ) {
+
+		var uniforms = {};
+
+		for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
+
+			var id = identifiers[ i ];
+			uniforms[ id ] = gl.getUniformLocation( program, id );
+
+		}
+
+		return uniforms;
+
+	};
+
+	var cacheAttributeLocations = function ( gl, program, identifiers ) {
+
+		var attributes = {};
+
+		for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
+
+			var id = identifiers[ i ];
+			attributes[ id ] = gl.getAttribLocation( program, id );
+
+		}
+
+		return attributes;
+
+	};
+
+	return function ( renderer, code, material, parameters ) {
+
+		var _this = renderer;
+		var _gl = _this.context;
+
+		var defines = material.defines;
+		var uniforms = material.__webglShader.uniforms;
+		var attributes = material.attributes;
+
+		var vertexShader = material.__webglShader.vertexShader;
+		var fragmentShader = material.__webglShader.fragmentShader;
+
+		var index0AttributeName = material.index0AttributeName;
+
+		if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
+
+			// programs with morphTargets displace position out of attribute 0
+
+			index0AttributeName = 'position';
+
+		}
+
+		var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
+
+		if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
+
+			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
+
+		} else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
+
+		}
+
+		var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+		var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
+		var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+
+		if ( parameters.envMap ) {
+
+			switch ( material.envMap.mapping ) {
+
+				case THREE.CubeReflectionMapping:
+				case THREE.CubeRefractionMapping:
+					envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+					break;
+
+				case THREE.EquirectangularReflectionMapping:
+				case THREE.EquirectangularRefractionMapping:
+					envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
+					break;
+
+				case THREE.SphericalReflectionMapping:
+					envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
+					break;
+
+			}
+
+			switch ( material.envMap.mapping ) {
+
+				case THREE.CubeRefractionMapping:
+				case THREE.EquirectangularRefractionMapping:
+					envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
+					break;
+
+			}
+
+			switch ( material.combine ) {
+
+				case THREE.MultiplyOperation:
+					envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+					break;
+
+				case THREE.MixOperation:
+					envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
+					break;
+
+				case THREE.AddOperation:
+					envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
+					break;
+
+			}
+
+		}
+
+		var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
+
+		// console.log( 'building new program ' );
+
+		//
+
+		var customDefines = generateDefines( defines );
+
+		//
+
+		var program = _gl.createProgram();
+
+		var prefix_vertex, prefix_fragment;
+
+		if ( material instanceof THREE.RawShaderMaterial ) {
+
+			prefix_vertex = '';
+			prefix_fragment = '';
+
+		} else {
+
+			prefix_vertex = [
+
+				'precision ' + parameters.precision + ' float;',
+				'precision ' + parameters.precision + ' int;',
+
+				customDefines,
+
+				parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
+
+				_this.gammaInput ? '#define GAMMA_INPUT' : '',
+				_this.gammaOutput ? '#define GAMMA_OUTPUT' : '',
+				'#define GAMMA_FACTOR ' + gammaFactorDefine,
+
+				'#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.envMap ? '#define ' + envMapModeDefine : '',
+				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
+				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
+				parameters.normalMap ? '#define USE_NORMALMAP' : '',
+				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
+				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
+				parameters.vertexColors ? '#define USE_COLOR' : '',
+
+				parameters.flatShading ? '#define FLAT_SHADED': '',
+
+				parameters.skinning ? '#define USE_SKINNING' : '',
+				parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
+
+				parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
+				parameters.morphNormals ? '#define USE_MORPHNORMALS' : '',
+				parameters.wrapAround ? '#define WRAP_AROUND' : '',
+				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+				parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+				parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
+				parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
+
+				parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
+
+				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+				//_this._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
+
+
+				'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' );
+
+			prefix_fragment = [
+
+				'precision ' + parameters.precision + ' float;',
+				'precision ' + parameters.precision + ' int;',
+
+				( parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#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' : '',
+				'#define GAMMA_FACTOR ' + gammaFactorDefine,
+
+				( 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.envMap ? '#define ' + envMapTypeDefine : '',
+				parameters.envMap ? '#define ' + envMapModeDefine : '',
+				parameters.envMap ? '#define ' + envMapBlendingDefine : '',
+				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
+				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
+				parameters.normalMap ? '#define USE_NORMALMAP' : '',
+				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
+				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
+				parameters.vertexColors ? '#define USE_COLOR' : '',
+
+				parameters.flatShading ? '#define FLAT_SHADED': '',
+
+				parameters.metal ? '#define METAL' : '',
+				parameters.wrapAround ? '#define WRAP_AROUND' : '',
+				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+				parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+				parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
+				parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
+
+				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+				//_this._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
+
+				'uniform mat4 viewMatrix;',
+				'uniform vec3 cameraPosition;',
+				''
+
+			].join( '\n' );
+
+		}
+
+		var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
+		var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
+
+		_gl.attachShader( program, glVertexShader );
+		_gl.attachShader( program, glFragmentShader );
+
+		if ( index0AttributeName !== undefined ) {
+
+			// Force a particular attribute to index 0.
+			// because potentially expensive emulation is done by browser if attribute 0 is disabled.
+			// And, color, for example is often automatically bound to index 0 so disabling it
+
+			_gl.bindAttribLocation( program, 0, index0AttributeName );
+
+		}
+
+		_gl.linkProgram( program );
+
+		var programLogInfo = _gl.getProgramInfoLog( program );
+
+		if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
+
+			THREE.error( 'THREE.WebGLProgram: shader error: ' + _gl.getError(), 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ), 'gl.getPRogramInfoLog', programLogInfo );
+
+		}
+
+		if ( programLogInfo !== '' ) {
+
+			THREE.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()' + programLogInfo );
+			// THREE.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
+			// THREE.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
+
+		}
+
+		// clean up
+
+		_gl.deleteShader( glVertexShader );
+		_gl.deleteShader( glFragmentShader );
+
+		// cache uniform locations
+
+		var identifiers = [
+
+			'viewMatrix',
+			'modelViewMatrix',
+			'projectionMatrix',
+			'normalMatrix',
+			'modelMatrix',
+			'cameraPosition',
+			'morphTargetInfluences',
+			'bindMatrix',
+			'bindMatrixInverse'
+
+		];
+
+		if ( parameters.useVertexTexture ) {
+
+			identifiers.push( 'boneTexture' );
+			identifiers.push( 'boneTextureWidth' );
+			identifiers.push( 'boneTextureHeight' );
+
+		} else {
+
+			identifiers.push( 'boneGlobalMatrices' );
+
+		}
+
+		if ( parameters.logarithmicDepthBuffer ) {
+
+			identifiers.push('logDepthBufFC');
+
+		}
+
+
+		for ( var u in uniforms ) {
+
+			identifiers.push( u );
+
+		}
+
+		this.uniforms = cacheUniformLocations( _gl, program, identifiers );
+
+		// cache attributes locations
+
+		identifiers = [
+
+			'position',
+			'normal',
+			'uv',
+			'uv2',
+			'tangent',
+			'color',
+			'skinIndex',
+			'skinWeight',
+			'lineDistance'
+
+		];
+
+		for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
+
+			identifiers.push( 'morphTarget' + i );
+
+		}
+
+		for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
+
+			identifiers.push( 'morphNormal' + i );
+
+		}
+
+		for ( var a in attributes ) {
+
+			identifiers.push( a );
+
+		}
+
+		this.attributes = cacheAttributeLocations( _gl, program, identifiers );
+		this.attributesKeys = Object.keys( this.attributes );
+
+		//
+
+		this.id = programIdCount ++;
+		this.code = code;
+		this.usedTimes = 1;
+		this.program = program;
+		this.vertexShader = glVertexShader;
+		this.fragmentShader = glFragmentShader;
+
+		return this;
+
+	};
+
+} )();
+
+// File:src/renderers/webgl/WebGLShader.js
+
+THREE.WebGLShader = ( function () {
+
+	var addLineNumbers = function ( string ) {
+
+		var lines = string.split( '\n' );
+
+		for ( var i = 0; i < lines.length; i ++ ) {
+
+			lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
+
+		}
+
+		return lines.join( '\n' );
+
+	};
+
+	return function ( gl, type, string ) {
+
+		var shader = gl.createShader( type ); 
+
+		gl.shaderSource( shader, string );
+		gl.compileShader( shader );
+
+		if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
+
+			THREE.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
+
+		}
+
+		if ( gl.getShaderInfoLog( shader ) !== '' ) {
+
+			THREE.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
+
+		}
+
+		// --enable-privileged-webgl-extension
+		// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
+
+		return shader;
+
+	};
+
+} )();
+
+// File:src/renderers/webgl/WebGLState.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLState = function ( gl, paramThreeToGL ) {
+
+	var newAttributes = new Uint8Array( 16 );
+	var enabledAttributes = new Uint8Array( 16 );
+
+	var currentBlending = null;
+	var currentBlendEquation = null;
+	var currentBlendSrc = null;
+	var currentBlendDst = null;
+	var currentBlendEquationAlpha = null;
+	var currentBlendSrcAlpha = null;
+	var currentBlendDstAlpha = null;
+
+	var currentDepthTest = null;
+	var currentDepthWrite = null;
+
+	var currentColorWrite = null;
+
+	var currentDoubleSided = null;
+	var currentFlipSided = null;
+
+	var currentLineWidth = null;
+
+	var currentPolygonOffset = null;
+	var currentPolygonOffsetFactor = null;
+	var currentPolygonOffsetUnits = null;
+
+	this.initAttributes = function () {
+
+		for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
+
+			newAttributes[ i ] = 0;
+
+		}
+
+	};
+
+	this.enableAttribute = function ( attribute ) {
+
+		newAttributes[ attribute ] = 1;
+
+		if ( enabledAttributes[ attribute ] === 0 ) {
+
+			gl.enableVertexAttribArray( attribute );
+			enabledAttributes[ attribute ] = 1;
+
+		}
+
+	};
+
+	this.disableUnusedAttributes = function () {
+
+		for ( var i = 0, l = enabledAttributes.length; i < l; i ++ ) {
+
+			if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
+
+				gl.disableVertexAttribArray( i );
+				enabledAttributes[ i ] = 0;
+
+			}
+
+		}
+
+	};
+
+	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) {
+
+		if ( blending !== currentBlending ) {
+
+			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 );
+
+			}
+
+			currentBlending = blending;
+
+		}
+
+		if ( blending === THREE.CustomBlending ) {
+
+			blendEquationAlpha = blendEquationAlpha || blendEquation;
+			blendSrcAlpha = blendSrcAlpha || blendSrc;
+			blendDstAlpha = blendDstAlpha || blendDst;
+
+			if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
+
+				gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
+
+				currentBlendEquation = blendEquation;
+				currentBlendEquationAlpha = blendEquationAlpha;
+
+			}
+
+			if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
+
+				gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
+
+				currentBlendSrc = blendSrc;
+				currentBlendDst = blendDst;
+				currentBlendSrcAlpha = blendSrcAlpha;
+				currentBlendDstAlpha = blendDstAlpha;
+
+			}
+
+		} else {
+
+			currentBlendEquation = null;
+			currentBlendSrc = null;
+			currentBlendDst = null;
+			currentBlendEquationAlpha = null;
+			currentBlendSrcAlpha = null;
+			currentBlendDstAlpha = null;
+
+		}
+
+	};
+
+	this.setDepthTest = function ( depthTest ) {
+
+		if ( currentDepthTest !== depthTest ) {
+
+			if ( depthTest ) {
+
+				gl.enable( gl.DEPTH_TEST );
+
+			} else {
+
+				gl.disable( gl.DEPTH_TEST );
+
+			}
+
+			currentDepthTest = depthTest;
+
+		}
+
+	};
+
+	this.setDepthWrite = function ( depthWrite ) {
+
+		if ( currentDepthWrite !== depthWrite ) {
+
+			gl.depthMask( depthWrite );
+			currentDepthWrite = depthWrite;
+
+		}
+
+	};
+
+	this.setColorWrite = function ( colorWrite ) {
+
+		if ( currentColorWrite !== colorWrite ) {
+
+			gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite );
+			currentColorWrite = colorWrite;
+
+		}
+
+	};
+
+	this.setDoubleSided = function ( doubleSided ) {
+
+		if ( currentDoubleSided !== doubleSided ) {
+
+			if ( doubleSided ) {
+
+				gl.disable( gl.CULL_FACE );
+
+			} else {
+
+				gl.enable( gl.CULL_FACE );
+
+			}
+
+			currentDoubleSided = doubleSided;
+
+		}
+
+	};
+
+	this.setFlipSided = function ( flipSided ) {
+
+		if ( currentFlipSided !== flipSided ) {
+
+			if ( flipSided ) {
+
+				gl.frontFace( gl.CW );
+
+			} else {
+
+				gl.frontFace( gl.CCW );
+
+			}
+
+			currentFlipSided = flipSided;
+
+		}
+
+	};
+
+	this.setLineWidth = function ( width ) {
+
+		if ( width !== currentLineWidth ) {
+
+			gl.lineWidth( width );
+
+			currentLineWidth = width;
+
+		}
+
+	};
+
+	this.setPolygonOffset = function ( polygonoffset, factor, units ) {
+
+		if ( currentPolygonOffset !== polygonoffset ) {
+
+			if ( polygonoffset ) {
+
+				gl.enable( gl.POLYGON_OFFSET_FILL );
+
+			} else {
+
+				gl.disable( gl.POLYGON_OFFSET_FILL );
+
+			}
+
+			currentPolygonOffset = polygonoffset;
+
+		}
+
+		if ( polygonoffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) {
+
+			gl.polygonOffset( factor, units );
+
+			currentPolygonOffsetFactor = factor;
+			currentPolygonOffsetUnits = units;
+
+		}
+
+	};
+
+	this.reset = function () {
+
+		for ( var i = 0; i < enabledAttributes.length; i ++ ) {
+
+			enabledAttributes[ i ] = 0;
+
+		}
+
+		currentBlending = null;
+		currentDepthTest = null;
+		currentDepthWrite = null;
+		currentColorWrite = null;
+		currentDoubleSided = null;
+		currentFlipSided = null;
+
+	};
+
+};
+
+// File:src/renderers/webgl/plugins/LensFlarePlugin.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlarePlugin = function ( renderer, flares ) {
+
+	var gl = renderer.context;
+
+	var vertexBuffer, elementBuffer;
+	var program, attributes, uniforms;
+	var hasVertexTexture;
+
+	var tempTexture, occlusionTexture;
+
+	var init = function () {
+
+		var vertices = new Float32Array( [
+			-1, -1,  0, 0,
+			 1, -1,  1, 0,
+			 1,  1,  1, 1,
+			-1,  1,  0, 1
+		] );
+
+		var faces = new Uint16Array( [
+			0, 1, 2,
+			0, 2, 3
+		] );
+
+		// buffers
+
+		vertexBuffer     = gl.createBuffer();
+		elementBuffer    = gl.createBuffer();
+
+		gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+		gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
+
+		gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+		gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
+
+		// textures
+
+		tempTexture      = gl.createTexture();
+		occlusionTexture = gl.createTexture();
+
+		gl.bindTexture( gl.TEXTURE_2D, 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, 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 );
+
+		hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
+
+		var shader;
+
+		if ( hasVertexTexture ) {
+
+			shader = {
+
+				vertexShader: [
+
+					"uniform lowp int renderType;",
+
+					"uniform vec3 screenPosition;",
+					"uniform vec2 scale;",
+					"uniform float rotation;",
+
+					"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 ) );",
+							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
+							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
+							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
+							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
+							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
+							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
+							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
+							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
+
+							"vVisibility =        visibility.r / 9.0;",
+							"vVisibility *= 1.0 - visibility.g / 9.0;",
+							"vVisibility *=       visibility.b / 9.0;",
+							"vVisibility *= 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: [
+
+					"uniform lowp int renderType;",
+
+					"uniform sampler2D map;",
+					"uniform float opacity;",
+					"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" )
+
+			};
+
+		} else {
+
+			shader = {
+
+				vertexShader: [
+
+					"uniform lowp int renderType;",
+
+					"uniform vec3 screenPosition;",
+					"uniform vec2 scale;",
+					"uniform float rotation;",
+
+					"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 lowp int renderType;",
+
+					"uniform sampler2D map;",
+					"uniform sampler2D occlusionMap;",
+					"uniform float opacity;",
+					"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;",
+							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
+							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
+							"visibility += 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" )
+
+			};
+
+		}
+
+		program = createProgram( shader );
+
+		attributes = {
+			vertex: gl.getAttribLocation ( program, "position" ),
+			uv:     gl.getAttribLocation ( program, "uv" )
+		}
+
+		uniforms = {
+			renderType:     gl.getUniformLocation( program, "renderType" ),
+			map:            gl.getUniformLocation( program, "map" ),
+			occlusionMap:   gl.getUniformLocation( program, "occlusionMap" ),
+			opacity:        gl.getUniformLocation( program, "opacity" ),
+			color:          gl.getUniformLocation( program, "color" ),
+			scale:          gl.getUniformLocation( program, "scale" ),
+			rotation:       gl.getUniformLocation( program, "rotation" ),
+			screenPosition: gl.getUniformLocation( program, "screenPosition" )
+		};
+
+	};
+
+	/*
+	 * Render lens flares
+	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
+	 *         reads these back and calculates occlusion.
+	 */
+
+	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+		if ( flares.length === 0 ) 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 );
+
+		if ( program === undefined ) {
+
+			init();
+
+		}
+
+		gl.useProgram( program );
+
+		gl.enableVertexAttribArray( attributes.vertex );
+		gl.enableVertexAttribArray( attributes.uv );
+
+		// 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, 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, elementBuffer );
+
+		gl.disable( gl.CULL_FACE );
+		gl.depthMask( false );
+
+		for ( var i = 0, l = flares.length; i < l; i ++ ) {
+
+			size = 16 / viewportHeight;
+			scale.set( size * invAspect, size );
+
+			// calc object screen position
+
+			var flare = flares[ i ];
+
+			tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
+
+			tempPosition.applyMatrix4( camera.matrixWorldInverse );
+			tempPosition.applyProjection( camera.projectionMatrix );
+
+			// setup arrays for gl programs
+
+			screenPosition.copy( tempPosition )
+
+			screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
+			screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
+
+			// screen cull
+
+			if ( 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, 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, 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, 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 ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
+
+					var 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.state.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 );
+
+		renderer.resetGLState();
+
+	};
+
+	function createProgram ( shader ) {
+
+		var program = gl.createProgram();
+
+		var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
+		var vertexShader = gl.createShader( gl.VERTEX_SHADER );
+
+		var prefix = "precision " + renderer.getPrecision() + " float;\n";
+
+		gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
+		gl.shaderSource( vertexShader, prefix + shader.vertexShader );
+
+		gl.compileShader( fragmentShader );
+		gl.compileShader( vertexShader );
+
+		gl.attachShader( program, fragmentShader );
+		gl.attachShader( program, vertexShader );
+
+		gl.linkProgram( program );
+
+		return program;
+
+	}
+
+};
+
+// File:src/renderers/webgl/plugins/ShadowMapPlugin.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ShadowMapPlugin = function ( _renderer, _lights, _webglObjects, _webglObjectsImmediate ) {
+
+	var _gl = _renderer.context;
+
+	var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+	_frustum = new THREE.Frustum(),
+	_projScreenMatrix = new THREE.Matrix4(),
+
+	_min = new THREE.Vector3(),
+	_max = new THREE.Vector3(),
+
+	_matrixPosition = new THREE.Vector3(),
+
+	_renderList = [];
+
+	// init
+
+	var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+	var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+	_depthMaterial = new THREE.ShaderMaterial( {
+		uniforms: depthUniforms,
+		vertexShader: depthShader.vertexShader,
+		fragmentShader: depthShader.fragmentShader
+	 } );
+
+	_depthMaterialMorph = new THREE.ShaderMaterial( {
+		uniforms: depthUniforms,
+		vertexShader: depthShader.vertexShader,
+		fragmentShader: depthShader.fragmentShader,
+		morphTargets: true
+	} );
+
+	_depthMaterialSkin = new THREE.ShaderMaterial( {
+		uniforms: depthUniforms,
+		vertexShader: depthShader.vertexShader,
+		fragmentShader: depthShader.fragmentShader,
+		skinning: true
+	} );
+
+	_depthMaterialMorphSkin = new THREE.ShaderMaterial( {
+		uniforms: depthUniforms,
+		vertexShader: depthShader.vertexShader,
+		fragmentShader: depthShader.fragmentShader,
+		morphTargets: true,
+		skinning: true
+	} );
+
+	_depthMaterial._shadowPass = true;
+	_depthMaterialMorph._shadowPass = true;
+	_depthMaterialSkin._shadowPass = true;
+	_depthMaterialMorphSkin._shadowPass = true;
+
+	this.render = function ( scene, camera ) {
+
+		if ( _renderer.shadowMapEnabled === false ) return;
+
+		var i, il, j, jl, n,
+
+		shadowMap, shadowMatrix, shadowCamera,
+		buffer, material,
+		webglObject, object, light,
+
+		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.shadowMapCullFace === THREE.CullFaceFront ) {
+
+			_gl.cullFace( _gl.FRONT );
+
+		} else {
+
+			_gl.cullFace( _gl.BACK );
+
+		}
+
+		_renderer.state.setDepthTest( true );
+
+		// preprocess lights
+		// 	- skip lights that are not casting shadows
+		//	- create virtual lights for cascaded shadow maps
+
+		for ( i = 0, il = _lights.length; i < il; i ++ ) {
+
+			light = _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.copy( 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 shadowFilter = THREE.LinearFilter;
+
+				if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+					shadowFilter = THREE.NearestFilter;
+
+				}
+
+				var pars = { minFilter: shadowFilter, magFilter: shadowFilter, 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 {
+
+					THREE.error( "THREE.ShadowMapPlugin: Unsupported light type for shadow", light );
+					continue;
+
+				}
+
+				scene.add( light.shadowCamera );
+
+				if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+			}
+
+			if ( light.shadowCameraVisible && ! light.cameraHelper ) {
+
+				light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
+				scene.add( light.cameraHelper );
+
+			}
+
+			if ( light.isVirtual && virtualLight.originalCamera == camera ) {
+
+				updateShadowCamera( camera, light );
+
+			}
+
+			shadowMap = light.shadowMap;
+			shadowMatrix = light.shadowMatrix;
+			shadowCamera = light.shadowCamera;
+
+			//
+
+			shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
+			_matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
+			shadowCamera.lookAt( _matrixPosition );
+			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.multiply( shadowCamera.projectionMatrix );
+			shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
+
+			// update camera matrices and frustum
+
+			_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+			_frustum.setFromMatrix( _projScreenMatrix );
+
+			// render shadow map
+
+			_renderer.setRenderTarget( shadowMap );
+			_renderer.clear();
+
+			// set object matrices & frustum culling
+
+			_renderList.length = 0;
+
+			projectObject( scene, scene, shadowCamera );
+
+
+			// render regular objects
+
+			var objectMaterial, useMorphing, useSkinning;
+
+			for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
+
+				webglObject = _renderList[ j ];
+
+				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 !== undefined && 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;
+
+				}
+
+				_renderer.setMaterialFaces( objectMaterial );
+
+				if ( buffer instanceof THREE.BufferGeometry ) {
+
+					_renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
+
+				} else {
+
+					_renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
+
+				}
+
+			}
+
+			// set matrices and render immediate objects
+
+			for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
+
+				webglObject = _webglObjectsImmediate[ j ];
+				object = webglObject.object;
+
+				if ( object.visible && object.castShadow ) {
+
+					object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+					_renderer.renderImmediateObject( shadowCamera, _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.shadowMapCullFace === THREE.CullFaceFront ) {
+
+			_gl.cullFace( _gl.BACK );
+
+		}
+
+		_renderer.resetGLState();
+
+	};
+
+	function projectObject( scene, object, shadowCamera ) {
+
+		if ( object.visible ) {
+
+			var webglObjects = _webglObjects[ object.id ];
+
+			if ( webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
+
+				for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
+
+					var webglObject = webglObjects[ i ];
+
+					object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+					_renderList.push( webglObject );
+
+				}
+
+			}
+
+			for ( var i = 0, l = object.children.length; i < l; i ++ ) {
+
+				projectObject( scene, object.children[ i ], shadowCamera );
+
+			}
+
+		}
+
+	}
+
+	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 ] );
+			p.unproject( camera );
+
+			p.applyMatrix4( shadowCamera.matrixWorldInverse );
+
+			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;
+
+	};
+
+};
+
+// File:src/renderers/webgl/plugins/SpritePlugin.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpritePlugin = function ( renderer, sprites ) {
+
+	var gl = renderer.context;
+
+	var vertexBuffer, elementBuffer;
+	var program, attributes, uniforms;
+
+	var texture;
+
+	// decompose matrixWorld
+
+	var spritePosition = new THREE.Vector3();
+	var spriteRotation = new THREE.Quaternion();
+	var spriteScale = new THREE.Vector3();
+
+	var init = function () {
+
+		var vertices = new Float32Array( [
+			- 0.5, - 0.5,  0, 0,
+			  0.5, - 0.5,  1, 0,
+			  0.5,   0.5,  1, 1,
+			- 0.5,   0.5,  0, 1
+		] );
+
+		var faces = new Uint16Array( [
+			0, 1, 2,
+			0, 2, 3
+		] );
+
+		vertexBuffer  = gl.createBuffer();
+		elementBuffer = gl.createBuffer();
+
+		gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+		gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
+
+		gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+		gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
+
+		program = createProgram();
+
+		attributes = {
+			position:			gl.getAttribLocation ( program, 'position' ),
+			uv:					gl.getAttribLocation ( program, 'uv' )
+		};
+
+		uniforms = {
+			uvOffset:			gl.getUniformLocation( program, 'uvOffset' ),
+			uvScale:			gl.getUniformLocation( program, 'uvScale' ),
+
+			rotation:			gl.getUniformLocation( program, 'rotation' ),
+			scale:				gl.getUniformLocation( program, 'scale' ),
+
+			color:				gl.getUniformLocation( program, 'color' ),
+			map:				gl.getUniformLocation( program, 'map' ),
+			opacity:			gl.getUniformLocation( program, 'opacity' ),
+
+			modelViewMatrix: 	gl.getUniformLocation( program, 'modelViewMatrix' ),
+			projectionMatrix:	gl.getUniformLocation( program, 'projectionMatrix' ),
+
+			fogType:			gl.getUniformLocation( program, 'fogType' ),
+			fogDensity:			gl.getUniformLocation( program, 'fogDensity' ),
+			fogNear:			gl.getUniformLocation( program, 'fogNear' ),
+			fogFar:				gl.getUniformLocation( program, 'fogFar' ),
+			fogColor:			gl.getUniformLocation( program, 'fogColor' ),
+
+			alphaTest:			gl.getUniformLocation( program, 'alphaTest' )
+		};
+
+		var canvas = document.createElement( 'canvas' );
+		canvas.width = 8;
+		canvas.height = 8;
+
+		var context = canvas.getContext( '2d' );
+		context.fillStyle = 'white';
+		context.fillRect( 0, 0, 8, 8 );
+
+		texture = new THREE.Texture( canvas );
+		texture.needsUpdate = true;
+
+	};
+
+	this.render = function ( scene, camera ) {
+
+		if ( sprites.length === 0 ) return;
+
+		// setup gl
+
+		if ( program === undefined ) {
+
+			init();
+
+		}
+
+		gl.useProgram( program );
+
+		gl.enableVertexAttribArray( attributes.position );
+		gl.enableVertexAttribArray( attributes.uv );
+
+		gl.disable( gl.CULL_FACE );
+		gl.enable( gl.BLEND );
+
+		gl.bindBuffer( gl.ARRAY_BUFFER, 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, elementBuffer );
+
+		gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+		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
+
+		for ( var i = 0, l = sprites.length; i < l; i ++ ) {
+
+			var sprite = sprites[ i ];
+
+			sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
+			sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
+
+		}
+
+		sprites.sort( painterSortStable );
+
+		// render all sprites
+
+		var scale = [];
+
+		for ( var i = 0, l = sprites.length; i < l; i ++ ) {
+
+			var sprite = sprites[ i ];
+			var material = sprite.material;
+
+			gl.uniform1f( uniforms.alphaTest, material.alphaTest );
+			gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
+
+			sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
+
+			scale[ 0 ] = spriteScale.x;
+			scale[ 1 ] = spriteScale.y;
+
+			var fogType = 0;
+
+			if ( scene.fog && material.fog ) {
+
+				fogType = sceneFogType;
+
+			}
+
+			if ( oldFogType !== fogType ) {
+
+				gl.uniform1i( uniforms.fogType, fogType );
+				oldFogType = fogType;
+
+			}
+
+			if ( material.map !== null ) {
+
+				gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
+				gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
+
+			} else {
+
+				gl.uniform2f( uniforms.uvOffset, 0, 0 );
+				gl.uniform2f( uniforms.uvScale, 1, 1 );
+
+			}
+
+			gl.uniform1f( uniforms.opacity, material.opacity );
+			gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
+
+			gl.uniform1f( uniforms.rotation, material.rotation );
+			gl.uniform2fv( uniforms.scale, scale );
+
+			renderer.state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+			renderer.state.setDepthTest( material.depthTest );
+			renderer.state.setDepthWrite( material.depthWrite );
+
+			if ( material.map && material.map.image && material.map.image.width ) {
+
+				renderer.setTexture( material.map, 0 );
+
+			} else {
+
+				renderer.setTexture( texture, 0 );
+
+			}
+
+			gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+		}
+
+		// restore gl
+
+		gl.enable( gl.CULL_FACE );
+
+		renderer.resetGLState();
+
+	};
+
+	function createProgram () {
+
+		var program = gl.createProgram();
+
+		var vertexShader = gl.createShader( gl.VERTEX_SHADER );
+		var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
+
+		gl.shaderSource( vertexShader, [
+
+			'precision ' + renderer.getPrecision() + ' float;',
+
+			'uniform mat4 modelViewMatrix;',
+			'uniform mat4 projectionMatrix;',
+			'uniform float rotation;',
+			'uniform vec2 scale;',
+			'uniform vec2 uvOffset;',
+			'uniform vec2 uvScale;',
+
+			'attribute vec2 position;',
+			'attribute vec2 uv;',
+
+			'varying vec2 vUV;',
+
+			'void main() {',
+
+				'vUV = uvOffset + uv * uvScale;',
+
+				'vec2 alignedPosition = position * scale;',
+
+				'vec2 rotatedPosition;',
+				'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
+				'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
+
+				'vec4 finalPosition;',
+
+				'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
+				'finalPosition.xy += rotatedPosition;',
+				'finalPosition = projectionMatrix * finalPosition;',
+
+				'gl_Position = finalPosition;',
+
+			'}'
+
+		].join( '\n' ) );
+
+		gl.shaderSource( fragmentShader, [
+
+			'precision ' + renderer.getPrecision() + ' 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;',
+			'uniform float alphaTest;',
+
+			'varying vec2 vUV;',
+
+			'void main() {',
+
+				'vec4 texture = texture2D( map, vUV );',
+
+				'if ( texture.a < alphaTest ) discard;',
+
+				'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' ) );
+
+		gl.compileShader( vertexShader );
+		gl.compileShader( fragmentShader );
+
+		gl.attachShader( program, vertexShader );
+		gl.attachShader( program, fragmentShader );
+
+		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;
+
+		}
+
+	};
+
+};
+
+// File:src/extras/GeometryUtils.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.GeometryUtils = {
+
+	merge: function ( geometry1, geometry2, materialIndexOffset ) {
+
+		THREE.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
+
+		var matrix;
+
+		if ( geometry2 instanceof THREE.Mesh ) {
+
+			geometry2.matrixAutoUpdate && geometry2.updateMatrix();
+
+			matrix = geometry2.matrix;
+			geometry2 = geometry2.geometry;
+
+		}
+
+		geometry1.merge( geometry2, matrix, materialIndexOffset );
+
+	},
+
+	center: function ( geometry ) {
+
+		THREE.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
+		return geometry.center();
+
+	}
+
+};
+
+// File:src/extras/ImageUtils.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author Daosheng Mu / https://github.com/DaoshengMu/
+ */
+
+THREE.ImageUtils = {
+
+	crossOrigin: undefined,
+
+	loadTexture: function ( url, mapping, onLoad, onError ) {
+
+		var loader = new THREE.ImageLoader();
+		loader.crossOrigin = this.crossOrigin;
+
+		var texture = new THREE.Texture( undefined, mapping );
+
+		loader.load( url, function ( image ) {
+
+			texture.image = image;
+			texture.needsUpdate = true;
+
+			if ( onLoad ) onLoad( texture );
+
+		}, undefined, function ( event ) {
+
+			if ( onError ) onError( event );
+
+		} );
+
+		texture.sourceFile = url;
+
+		return texture;
+
+	},
+
+	loadTextureCube: function ( array, mapping, onLoad, onError ) {
+
+		var images = [];
+
+		var loader = new THREE.ImageLoader();
+		loader.crossOrigin = this.crossOrigin;
+
+		var texture = new THREE.CubeTexture( images, mapping );
+
+		// no flipping needed for cube textures
+
+		texture.flipY = false;
+
+		var loaded = 0;
+
+		var loadTexture = function ( i ) {
+
+			loader.load( array[ i ], function ( image ) {
+
+				texture.images[ i ] = image;
+
+				loaded += 1;
+
+				if ( loaded === 6 ) {
+
+					texture.needsUpdate = true;
+
+					if ( onLoad ) onLoad( texture );
+
+				}
+
+			}, undefined, onError );
+
+		}
+
+		for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+			loadTexture( i );
+
+		}
+
+		return texture;
+
+	},
+
+	loadCompressedTexture: function () {
+
+		THREE.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
+
+	},
+
+	loadCompressedTextureCube: function () {
+
+		THREE.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
+
+	},
+
+	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;
+
+        // TODO: Make this work in Qt Quick
+
+		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;
+
+	}
+
+};
+
+// File:src/extras/SceneUtils.js
+
+/**
+ * @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 );
+
+	}
+
+};
+
+// File:src/extras/FontUtils.js
+
+/**
+ * @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 () {
+
+		try {
+
+			return this.faces[ this.face ][ this.weight ][ this.style ];
+
+		} catch (e) {
+
+			throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
+
+		};
+
+	},
+
+	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;
+
+		ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+		return data;
+
+	},
+
+	drawText: function ( text ) {
+
+		// RenderText
+
+		var i,
+			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;
+							THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+							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( cpx1, cpy1, cpx2, cpy2, 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;
+							THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+							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
+
+THREE.FontUtils.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 ( THREE.FontUtils.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.
+				THREE.warn( 'THREE.FontUtils: Warning, unable to triangulate polygon! in Triangulate.process()' );
+
+				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 ( THREE.FontUtils.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 ],
+					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
+
+THREE.FontUtils.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;
+
+	};
+
+THREE.FontUtils.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;
+
+		var aX, aY, bX, bY, cX, cY;
+		var apx, apy, 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;
+
+		for ( p = 0; p < n; p ++ ) {
+
+			px = contour[ verts[ p ] ].x
+			py = contour[ verts[ p ] ].y
+
+			if ( ( ( px === ax ) && ( py === ay ) ) ||
+				 ( ( px === bx ) && ( py === by ) ) ||
+				 ( ( px === cx ) && ( py === cy ) ) )	continue;
+
+			apx = px - ax;  apy = py - ay;
+			bpx = px - bx;  bpy = py - by;
+			cpx = px - cx;  cpy = py - cy;
+
+			// see if p is inside triangle abc
+
+			aCROSSbp = aX * bpy - aY * bpx;
+			cCROSSap = cX * apy - cY * apx;
+			bCROSScp = bX * cpy - bY * cpx;
+
+			if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
+
+		}
+
+		return true;
+
+	};
+
+
+THREE.FontUtils.Triangulate = THREE.FontUtils.process;
+THREE.FontUtils.Triangulate.area = THREE.FontUtils.area;
+
+//return namespace;
+
+//} )( THREE.FontUtils );
+
+// To use the typeface.js face files, hook up the API
+var _typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
+THREE.typeface_js = _typeface_js;
+
+// File:src/extras/audio/Audio.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Audio = function ( listener ) {
+
+	THREE.Object3D.call( this );
+
+	this.type = 'Audio';
+
+	this.context = listener.context;
+	this.source = this.context.createBufferSource();
+	this.source.onended = this.onEnded.bind(this);
+
+	this.gain = this.context.createGain();
+	this.gain.connect( this.context.destination );
+
+	this.panner = this.context.createPanner();
+	this.panner.connect( this.gain );
+
+	this.autoplay = false;
+
+	this.startTime = 0;
+	this.isPlaying = false;
+
+};
+
+THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Audio.prototype.constructor = THREE.Audio;
+
+THREE.Audio.prototype.load = function ( file ) {
+
+	var scope = this;
+
+	var request = new XMLHttpRequest();
+	request.open( 'GET', file, true );
+	request.responseType = 'arraybuffer';
+	request.onload = function ( e ) {
+
+		scope.context.decodeAudioData( this.response, function ( buffer ) {
+
+			scope.source.buffer = buffer;
+
+			if( scope.autoplay ) scope.play();
+
+		} );
+
+	};
+	request.send();
+
+	return this;
+
+};
+
+THREE.Audio.prototype.play = function () {
+
+	if ( this.isPlaying === true ) {
+
+		THREE.warn( 'THREE.Audio: Audio is already playing.' );
+		return;
+
+	}
+
+	var source = this.context.createBufferSource();
+
+	source.buffer = this.source.buffer;
+	source.loop = this.source.loop;
+	source.onended = this.source.onended;
+	source.connect( this.panner );
+	source.start( 0, this.startTime );
+
+	this.isPlaying = true;
+
+	this.source = source;
+
+};
+
+THREE.Audio.prototype.pause = function () {
+
+	this.source.stop();
+	this.startTime = this.context.currentTime;
+
+};
+
+THREE.Audio.prototype.stop = function () {
+
+	this.source.stop();
+	this.startTime = 0;
+
+};
+
+THREE.Audio.prototype.onEnded = function() {
+
+	this.isPlaying = false;
+
+};
+
+THREE.Audio.prototype.setLoop = function ( value ) {
+
+	this.source.loop = value;
+
+};
+
+THREE.Audio.prototype.setRefDistance = function ( value ) {
+
+	this.panner.refDistance = value;
+
+};
+
+THREE.Audio.prototype.setRolloffFactor = function ( value ) {
+
+	this.panner.rolloffFactor = value;
+
+};
+
+THREE.Audio.prototype.setVolume = function ( value ) {
+
+	this.gain.gain.value = value;
+
+};
+
+THREE.Audio.prototype.updateMatrixWorld = ( function () {
+
+	var position = new THREE.Vector3();
+
+	return function ( force ) {
+
+		THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
+
+		position.setFromMatrixPosition( this.matrixWorld );
+
+		this.panner.setPosition( position.x, position.y, position.z );
+
+	};
+
+} )();
+
+// File:src/extras/audio/AudioListener.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AudioListener = function () {
+
+	THREE.Object3D.call( this );
+
+	this.type = 'AudioListener';
+
+	this.context = new ( window.AudioContext || window.webkitAudioContext )();
+
+};
+
+THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
+THREE.AudioListener.prototype.constructor = THREE.AudioListener;
+
+THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
+
+	var position = new THREE.Vector3();
+	var quaternion = new THREE.Quaternion();
+	var scale = new THREE.Vector3();
+
+	var orientation = new THREE.Vector3();
+	var velocity = new THREE.Vector3();
+
+	var positionPrev = new THREE.Vector3();
+
+	return function ( force ) {
+
+		THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
+
+		var listener = this.context.listener;
+		var up = this.up;
+
+		this.matrixWorld.decompose( position, quaternion, scale );
+
+		orientation.set( 0, 0, -1 ).applyQuaternion( quaternion );
+		velocity.subVectors( position, positionPrev );
+
+		listener.setPosition( position.x, position.y, position.z );
+		listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
+		listener.setVelocity( velocity.x, velocity.y, velocity.z );
+
+		positionPrev.copy( position );
+
+	};
+
+} )();
+
+// File:src/extras/core/Curve.js
+
+/**
+ * @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 following classes subclasses THREE.Curve:
+ *
+ * -- 2d classes --
+ * 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 ) {
+
+	THREE.warn( "THREE.Curve: 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;
+
+		} else if ( comparison > 0 ) {
+
+			high = i - 1;
+
+		} 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;
+
+};
+
+// Returns a unit vector tangent at t
+// In case any sub curve does not implement its tangent derivation,
+// 2 points a small delta apart will be used to find its gradient
+// which seems to give 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().sub(pt1);
+	return vec.normalize();
+
+};
+
+
+THREE.Curve.prototype.getTangentAt = function ( u ) {
+
+	var t = this.getUtoTmapping( u );
+	return this.getTangent( t );
+
+};
+
+
+
+
+
+/**************************************************************
+ *	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.constructor = constructor;
+	constructor.prototype.getPoint = getPointFunc;
+
+	return constructor;
+
+};
+
+// File:src/extras/core/CurvePath.js
+
+/**
+ * @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.constructor = THREE.CurvePath;
+
+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 );
+
+		}
+
+		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
+
+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.add( p );
+
+	}
+
+	var ret = {
+
+		minX: minX,
+		minY: minY,
+		maxX: maxX,
+		maxY: maxY
+
+	};
+
+	if ( v3 ) {
+
+		ret.maxZ = maxZ;
+		ret.minZ = minZ;
+
+	}
+
+	return ret;
+
+};
+
+/**************************************************************
+ *	Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or Points 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.getTangent( xNorm );
+		normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
+
+		p.x = pathPt.x + normal.x;
+		p.y = pathPt.y + normal.y;
+
+	}
+
+	return oldPts;
+
+};
+
+
+// File:src/extras/core/Gyroscope.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Gyroscope = function () {
+
+	THREE.Object3D.call( this );
+
+};
+
+THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Gyroscope.prototype.constructor = THREE.Gyroscope;
+
+THREE.Gyroscope.prototype.updateMatrixWorld = function () {
+
+	var translationObject = new THREE.Vector3();
+	var quaternionObject = new THREE.Quaternion();
+	var scaleObject = new THREE.Vector3();
+
+	var translationWorld = new THREE.Vector3();
+	var quaternionWorld = new THREE.Quaternion();
+	var scaleWorld = new THREE.Vector3();
+
+	return function ( force ) {
+
+		this.matrixAutoUpdate && this.updateMatrix();
+
+		// update matrixWorld
+
+		if ( this.matrixWorldNeedsUpdate || force ) {
+
+			if ( this.parent ) {
+
+				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+				this.matrixWorld.decompose( translationWorld, quaternionWorld, scaleWorld );
+				this.matrix.decompose( translationObject, quaternionObject, scaleObject );
+
+				this.matrixWorld.compose( translationWorld, quaternionObject, 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 );
+
+		}
+
+	};
+	
+}();
+
+// File:src/extras/core/Path.js
+
+/**
+ * @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.Path.prototype.constructor = THREE.Path;
+
+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(1);
+	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
+//
+//	Assumptions (if parameter isCCW==true the opposite holds):
+//	- solid shapes are defined clockwise (CW)
+//	- holes are defined counterclockwise (CCW)
+//
+//	If parameter noHoles==true:
+//  - all subPaths are regarded as solid shapes
+//  - definition order CW/CCW has no relevance
+//
+
+THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
+
+	function extractSubpaths( inActions ) {
+
+		var i, il, item, action, args;
+
+		var subPaths = [], lastPath = new THREE.Path();
+
+		for ( i = 0, il = inActions.length; i < il; i ++ ) {
+
+			item = inActions[ 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);
+
+		return	subPaths;
+	}
+
+	function toShapesNoHoles( inSubpaths ) {
+
+		var shapes = [];
+
+		for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
+
+			var tmpPath = inSubpaths[ i ];
+
+			var tmpShape = new THREE.Shape();
+			tmpShape.actions = tmpPath.actions;
+			tmpShape.curves = tmpPath.curves;
+
+			shapes.push( tmpShape );
+		}
+
+		//console.log("shape", shapes);
+
+		return shapes;
+	};
+
+	function isPointInsidePolygon( inPt, inPolygon ) {
+		var EPSILON = 0.0000000001;
+
+		var polyLen = inPolygon.length;
+
+		// inPt on polygon contour => immediate success    or
+		// toggling of inside/outside at every single! intersection point of an edge
+		//  with the horizontal line through inPt, left of inPt
+		//  not counting lowerY endpoints of edges and whole edges on that line
+		var inside = false;
+		for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
+			var edgeLowPt  = inPolygon[ p ];
+			var edgeHighPt = inPolygon[ q ];
+
+			var edgeDx = edgeHighPt.x - edgeLowPt.x;
+			var edgeDy = edgeHighPt.y - edgeLowPt.y;
+
+			if ( Math.abs(edgeDy) > EPSILON ) {			// not parallel
+				if ( edgeDy < 0 ) {
+					edgeLowPt  = inPolygon[ q ]; edgeDx = - edgeDx;
+					edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
+				}
+				if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;
+
+				if ( inPt.y == edgeLowPt.y ) {
+					if ( inPt.x == edgeLowPt.x )		return	true;		// inPt is on contour ?
+					// continue;				// no intersection or edgeLowPt => doesn't count !!!
+				} else {
+					var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
+					if ( perpEdge == 0 )				return	true;		// inPt is on contour ?
+					if ( perpEdge < 0 ) 				continue;
+					inside = ! inside;		// true intersection left of inPt
+				}
+			} else {		// parallel or colinear
+				if ( inPt.y != edgeLowPt.y ) 		continue;			// parallel
+				// egde lies on the same horizontal line as inPt
+				if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
+					 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
+				// continue;
+			}
+		}
+
+		return	inside;
+	}
+
+
+	var subPaths = extractSubpaths( this.actions );
+	if ( subPaths.length == 0 ) return [];
+
+	if ( noHoles === true )	return	toShapesNoHoles( subPaths );
+
+
+	var solid, tmpPath, tmpShape, shapes = [];
+
+	if ( subPaths.length == 1) {
+
+		tmpPath = subPaths[0];
+		tmpShape = new THREE.Shape();
+		tmpShape.actions = tmpPath.actions;
+		tmpShape.curves = tmpPath.curves;
+		shapes.push( tmpShape );
+		return shapes;
+
+	}
+
+	var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
+	holesFirst = isCCW ? ! holesFirst : holesFirst;
+
+	// console.log("Holes first", holesFirst);
+	
+	var betterShapeHoles = [];
+	var newShapes = [];
+	var newShapeHoles = [];
+	var mainIdx = 0;
+	var tmpPoints;
+
+	newShapes[mainIdx] = undefined;
+	newShapeHoles[mainIdx] = [];
+
+	var i, il;
+
+	for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+		tmpPath = subPaths[ i ];
+		tmpPoints = tmpPath.getPoints();
+		solid = THREE.Shape.Utils.isClockWise( tmpPoints );
+		solid = isCCW ? ! solid : solid;
+
+		if ( solid ) {
+
+			if ( (! holesFirst ) && ( newShapes[mainIdx] ) )	mainIdx ++;
+
+			newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
+			newShapes[mainIdx].s.actions = tmpPath.actions;
+			newShapes[mainIdx].s.curves = tmpPath.curves;
+			
+			if ( holesFirst )	mainIdx ++;
+			newShapeHoles[mainIdx] = [];
+
+			//console.log('cw', i);
+
+		} else {
+
+			newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
+
+			//console.log('ccw', i);
+
+		}
+
+	}
+
+	// only Holes? -> probably all Shapes with wrong orientation
+	if ( ! newShapes[0] )	return	toShapesNoHoles( subPaths );
+
+
+	if ( newShapes.length > 1 ) {
+		var ambigious = false;
+		var toChange = [];
+
+		for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
+			betterShapeHoles[sIdx] = [];
+		}
+		for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
+			var sho = newShapeHoles[sIdx];
+			for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
+				var ho = sho[hIdx];
+				var hole_unassigned = true;
+				for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
+					if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
+						if ( sIdx != s2Idx )		toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
+						if ( hole_unassigned ) {
+							hole_unassigned = false;
+							betterShapeHoles[s2Idx].push( ho );
+						} else {
+							ambigious = true;
+						}
+					}
+				}
+				if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
+			}
+		}
+		// console.log("ambigious: ", ambigious);
+		if ( toChange.length > 0 ) {
+			// console.log("to change: ", toChange);
+			if (! ambigious)	newShapeHoles = betterShapeHoles;
+		}
+	}
+
+	var tmpHoles, j, jl;
+	for ( i = 0, il = newShapes.length; i < il; i ++ ) {
+		tmpShape = newShapes[i].s;
+		shapes.push( tmpShape );
+		tmpHoles = newShapeHoles[i];
+		for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
+			tmpShape.holes.push( tmpHoles[j].h );
+		}
+	}
+
+	//console.log("shape", shapes);
+
+	return shapes;
+
+};
+
+// File:src/extras/core/Shape.js
+
+/**
+ * @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 );
+THREE.Shape.prototype.constructor = THREE.Shape;
+
+// 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 = {
+
+	triangulateShape: function ( contour, holes ) {
+
+		function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
+			// inOtherPt needs to be colinear to the inSegment
+			if ( inSegPt1.x != inSegPt2.x ) {
+				if ( inSegPt1.x < inSegPt2.x ) {
+					return	( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
+				} else {
+					return	( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
+				}
+			} else {
+				if ( inSegPt1.y < inSegPt2.y ) {
+					return	( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
+				} else {
+					return	( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
+				}
+			}
+		}
+
+		function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
+			var EPSILON = 0.0000000001;
+
+			var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x,   seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
+			var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x,   seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
+
+			var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
+			var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
+
+			var limit		= seg1dy * seg2dx - seg1dx * seg2dy;
+			var perpSeg1	= seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
+
+			if ( Math.abs(limit) > EPSILON ) {			// not parallel
+
+				var perpSeg2;
+				if ( limit > 0 ) {
+					if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) 		return [];
+					perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
+					if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) 		return [];
+				} else {
+					if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) 		return [];
+					perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
+					if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) 		return [];
+				}
+
+				// i.e. to reduce rounding errors
+				// intersection at endpoint of segment#1?
+				if ( perpSeg2 == 0 ) {
+					if ( ( inExcludeAdjacentSegs ) &&
+						 ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) )		return [];
+					return [ inSeg1Pt1 ];
+				}
+				if ( perpSeg2 == limit ) {
+					if ( ( inExcludeAdjacentSegs ) &&
+						 ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) )		return [];
+					return [ inSeg1Pt2 ];
+				}
+				// intersection at endpoint of segment#2?
+				if ( perpSeg1 == 0 )		return [ inSeg2Pt1 ];
+				if ( perpSeg1 == limit )	return [ inSeg2Pt2 ];
+
+				// return real intersection point
+				var factorSeg1 = perpSeg2 / limit;
+				return	[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
+							y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
+
+			} else {		// parallel or colinear
+				if ( ( perpSeg1 != 0 ) ||
+					 ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) 			return [];
+
+				// they are collinear or degenerate
+				var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) );	// segment1 ist just a point?
+				var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) );	// segment2 ist just a point?
+				// both segments are points
+				if ( seg1Pt && seg2Pt ) {
+					if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
+						 (inSeg1Pt1.y != inSeg2Pt1.y) )		return [];   	// they are distinct  points
+					return [ inSeg1Pt1 ];                 					// they are the same point
+				}
+				// segment#1  is a single point
+				if ( seg1Pt ) {
+					if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) )		return [];		// but not in segment#2
+					return [ inSeg1Pt1 ];
+				}
+				// segment#2  is a single point
+				if ( seg2Pt ) {
+					if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) )		return [];		// but not in segment#1
+					return [ inSeg2Pt1 ];
+				}
+
+				// they are collinear segments, which might overlap
+				var seg1min, seg1max, seg1minVal, seg1maxVal;
+				var seg2min, seg2max, seg2minVal, seg2maxVal;
+				if (seg1dx != 0) {		// the segments are NOT on a vertical line
+					if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
+						seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
+						seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
+					} else {
+						seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
+						seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
+					}
+					if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
+						seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
+						seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
+					} else {
+						seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
+						seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
+					}
+				} else {				// the segments are on a vertical line
+					if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
+						seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
+						seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
+					} else {
+						seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
+						seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
+					}
+					if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
+						seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
+						seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
+					} else {
+						seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
+						seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
+					}
+				}
+				if ( seg1minVal <= seg2minVal ) {
+					if ( seg1maxVal <  seg2minVal )	return [];
+					if ( seg1maxVal == seg2minVal )	{
+						if ( inExcludeAdjacentSegs )		return [];
+						return [ seg2min ];
+					}
+					if ( seg1maxVal <= seg2maxVal )	return [ seg2min, seg1max ];
+					return	[ seg2min, seg2max ];
+				} else {
+					if ( seg1minVal >  seg2maxVal )	return [];
+					if ( seg1minVal == seg2maxVal )	{
+						if ( inExcludeAdjacentSegs )		return [];
+						return [ seg1min ];
+					}
+					if ( seg1maxVal <= seg2maxVal )	return [ seg1min, seg1max ];
+					return	[ seg1min, seg2max ];
+				}
+			}
+		}
+
+		function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
+			// The order of legs is important
+
+			var EPSILON = 0.0000000001;
+
+			// translation of all points, so that Vertex is at (0,0)
+			var legFromPtX	= inLegFromPt.x - inVertex.x,  legFromPtY	= inLegFromPt.y - inVertex.y;
+			var legToPtX	= inLegToPt.x	- inVertex.x,  legToPtY		= inLegToPt.y	- inVertex.y;
+			var otherPtX	= inOtherPt.x	- inVertex.x,  otherPtY		= inOtherPt.y	- inVertex.y;
+
+			// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
+			var from2toAngle	= legFromPtX * legToPtY - legFromPtY * legToPtX;
+			var from2otherAngle	= legFromPtX * otherPtY - legFromPtY * otherPtX;
+
+			if ( Math.abs(from2toAngle) > EPSILON ) {			// angle != 180 deg.
+
+				var other2toAngle		= otherPtX * legToPtY - otherPtY * legToPtX;
+				// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
+
+				if ( from2toAngle > 0 ) {				// main angle < 180 deg.
+					return	( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
+				} else {								// main angle > 180 deg.
+					return	( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
+				}
+			} else {										// angle == 180 deg.
+				// console.log( "from2to: 180 deg., from2other: " + from2otherAngle  );
+				return	( from2otherAngle > 0 );
+			}
+		}
+
+
+		function removeHoles( contour, holes ) {
+
+			var shape = contour.concat(); // work on this shape
+			var hole;
+
+			function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
+				// Check if hole point lies within angle around shape point
+				var lastShapeIdx = shape.length - 1;
+
+				var prevShapeIdx = inShapeIdx - 1;
+				if ( prevShapeIdx < 0 )			prevShapeIdx = lastShapeIdx;
+
+				var nextShapeIdx = inShapeIdx + 1;
+				if ( nextShapeIdx > lastShapeIdx )	nextShapeIdx = 0;
+
+				var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
+				if (! insideAngle ) {
+					// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
+					return	false;
+				}
+
+				// Check if shape point lies within angle around hole point
+				var lastHoleIdx = hole.length - 1;
+
+				var prevHoleIdx = inHoleIdx - 1;
+				if ( prevHoleIdx < 0 )			prevHoleIdx = lastHoleIdx;
+
+				var nextHoleIdx = inHoleIdx + 1;
+				if ( nextHoleIdx > lastHoleIdx )	nextHoleIdx = 0;
+
+				insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
+				if (! insideAngle ) {
+					// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
+					return	false;
+				}
+
+				return	true;
+			}
+
+			function intersectsShapeEdge( inShapePt, inHolePt ) {
+				// checks for intersections with shape edges
+				var sIdx, nextIdx, intersection;
+				for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
+					nextIdx = sIdx + 1; nextIdx %= shape.length;
+					intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
+					if ( intersection.length > 0 )		return	true;
+				}
+
+				return	false;
+			}
+
+			var indepHoles = [];
+
+			function intersectsHoleEdge( inShapePt, inHolePt ) {
+				// checks for intersections with hole edges
+				var ihIdx, chkHole,
+					hIdx, nextIdx, intersection;
+				for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
+					chkHole = holes[indepHoles[ihIdx]];
+					for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
+						nextIdx = hIdx + 1; nextIdx %= chkHole.length;
+						intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
+						if ( intersection.length > 0 )		return	true;
+					}
+				}
+				return	false;
+			}
+
+			var holeIndex, shapeIndex,
+				shapePt, holePt,
+				holeIdx, cutKey, failedCuts = [],
+				tmpShape1, tmpShape2,
+				tmpHole1, tmpHole2;
+
+			for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
+
+				indepHoles.push( h );
+
+			}
+
+			var minShapeIndex = 0;
+			var counter = indepHoles.length * 2;
+			while ( indepHoles.length > 0 ) {
+				counter --;
+				if ( counter < 0 ) {
+					console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
+					break;
+				}
+
+				// search for shape-vertex and hole-vertex,
+				// which can be connected without intersections
+				for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
+
+					shapePt = shape[ shapeIndex ];
+					holeIndex	= - 1;
+
+					// search for hole which can be reached without intersections
+					for ( var h = 0; h < indepHoles.length; h ++ ) {
+						holeIdx = indepHoles[h];
+
+						// prevent multiple checks
+						cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
+						if ( failedCuts[cutKey] !== undefined )			continue;
+
+						hole = holes[holeIdx];
+						for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
+							holePt = hole[ h2 ];
+							if (! isCutLineInsideAngles( shapeIndex, h2 ) )		continue;
+							if ( intersectsShapeEdge( shapePt, holePt ) )		continue;
+							if ( intersectsHoleEdge( shapePt, holePt ) )		continue;
+
+							holeIndex = h2;
+							indepHoles.splice(h, 1);
+
+							tmpShape1 = shape.slice( 0, shapeIndex + 1 );
+							tmpShape2 = shape.slice( shapeIndex );
+							tmpHole1 = hole.slice( holeIndex );
+							tmpHole2 = hole.slice( 0, holeIndex + 1 );
+
+							shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
+
+							minShapeIndex = shapeIndex;
+
+							// Debug only, to show the selected cuts
+							// glob_CutLines.push( [ shapePt, holePt ] );
+
+							break;
+						}
+						if ( holeIndex >= 0 )	break;		// hole-vertex found
+
+						failedCuts[cutKey] = true;			// remember failure
+					}
+					if ( holeIndex >= 0 )	break;		// hole-vertex found
+				}
+			}
+
+			return shape; 			/* shape with no holes */
+		}
+
+
+		var i, il, f, face,
+			key, index,
+			allPointsMap = {};
+
+		// 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.
+
+		var allpoints = contour.concat();
+
+		for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
+
+			Array.prototype.push.apply( allpoints, holes[h] );
+
+		}
+
+		//console.log( "allpoints",allpoints, allpoints.length );
+
+		// prepare all points map
+
+		for ( i = 0, il = allpoints.length; i < il; i ++ ) {
+
+			key = allpoints[ i ].x + ":" + allpoints[ i ].y;
+
+			if ( allPointsMap[ key ] !== undefined ) {
+
+				THREE.warn( "THREE.Shape: Duplicate point", key );
+
+			}
+
+			allPointsMap[ key ] = i;
+
+		}
+
+		// remove holes by cutting paths to holes and adding them to the shape
+		var shapeWithoutHoles = removeHoles( contour, holes );
+
+		var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
+		//console.log( "triangles",triangles, triangles.length );
+
+		// 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;
+
+				}
+
+			}
+
+		}
+
+		return triangles.concat();
+
+	},
+
+	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 );
+
+	}
+
+};
+
+
+// File:src/extras/curves/LineCurve.js
+
+/**************************************************************
+ *	Line
+ **************************************************************/
+
+THREE.LineCurve = function ( v1, v2 ) {
+
+	this.v1 = v1;
+	this.v2 = v2;
+
+};
+
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.LineCurve.prototype.constructor = THREE.LineCurve;
+
+THREE.LineCurve.prototype.getPoint = function ( t ) {
+
+	var point = this.v2.clone().sub(this.v1);
+	point.multiplyScalar( t ).add( 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().sub(this.v1);
+
+	return tangent.normalize();
+
+};
+
+// File:src/extras/curves/QuadraticBezierCurve.js
+
+/**************************************************************
+ *	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.constructor = THREE.QuadraticBezierCurve;
+
+
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
+
+	var vector = new THREE.Vector2();
+
+	vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+	vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+
+	return vector;
+
+};
+
+
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
+
+	var vector = new THREE.Vector2();
+
+	vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
+	vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
+
+	// returns unit vector
+
+	return vector.normalize();
+
+};
+
+// File:src/extras/curves/CubicBezierCurve.js
+
+/**************************************************************
+ *	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.constructor = THREE.CubicBezierCurve;
+
+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;
+
+};
+
+// File:src/extras/curves/SplineCurve.js
+
+/**************************************************************
+ *	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.constructor = THREE.SplineCurve;
+
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
+
+	var points = this.points;
+	var point = ( points.length - 1 ) * t;
+
+	var intPoint = Math.floor( point );
+	var weight = point - intPoint;
+
+	var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]
+	var point1 = points[ intPoint ]
+	var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]
+	var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]
+
+	var vector = new THREE.Vector2();
+
+	vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+	vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+
+	return vector;
+
+};
+
+// File:src/extras/curves/EllipseCurve.js
+
+/**************************************************************
+ *	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.constructor = THREE.EllipseCurve;
+
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
+
+	var deltaAngle = this.aEndAngle - this.aStartAngle;
+
+	if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
+	if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
+
+	var angle;
+
+	if ( this.aClockwise === true ) {
+
+		angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
+
+	} else {
+
+		angle = this.aStartAngle + t * deltaAngle;
+
+	}
+	
+	var vector = new THREE.Vector2();
+
+	vector.x = this.aX + this.xRadius * Math.cos( angle );
+	vector.y = this.aY + this.yRadius * Math.sin( angle );
+
+	return vector;
+
+};
+
+// File:src/extras/curves/ArcCurve.js
+
+/**************************************************************
+ *	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 );
+THREE.ArcCurve.prototype.constructor = THREE.ArcCurve;
+
+// File:src/extras/curves/LineCurve3.js
+
+/**************************************************************
+ *	Line3D
+ **************************************************************/
+
+THREE.LineCurve3 = THREE.Curve.create(
+
+	function ( v1, v2 ) {
+
+		this.v1 = v1;
+		this.v2 = v2;
+
+	},
+
+	function ( t ) {
+
+		var vector = new THREE.Vector3();
+
+		vector.subVectors( this.v2, this.v1 ); // diff
+		vector.multiplyScalar( t );
+		vector.add( this.v1 );
+
+		return vector;
+
+	}
+
+);
+
+// File:src/extras/curves/QuadraticBezierCurve3.js
+
+/**************************************************************
+ *	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 vector = new THREE.Vector3();
+
+		vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+		vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+		vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
+
+		return vector;
+
+	}
+
+);
+
+// File:src/extras/curves/CubicBezierCurve3.js
+
+/**************************************************************
+ *	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 vector = new THREE.Vector3();
+
+		vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+		vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+		vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
+
+		return vector;
+
+	}
+
+);
+
+// File:src/extras/curves/SplineCurve3.js
+
+/**************************************************************
+ *	Spline 3D curve
+ **************************************************************/
+
+
+THREE.SplineCurve3 = THREE.Curve.create(
+
+	function ( points /* array of Vector3 */) {
+
+		this.points = ( points == undefined ) ? [] : points;
+
+	},
+
+	function ( t ) {
+
+		var points = this.points;
+		var point = ( points.length - 1 ) * t;
+
+		var intPoint = Math.floor( point );
+		var weight = point - intPoint;
+
+		var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
+		var point1 = points[ intPoint ];
+		var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
+		var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
+
+		var vector = new THREE.Vector3();
+
+		vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+		vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+		vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
+
+		return vector;
+
+	}
+
+);
+
+// File:src/extras/curves/ClosedSplineCurve3.js
+
+/**************************************************************
+ *	Closed Spline 3D curve
+ **************************************************************/
+
+
+THREE.ClosedSplineCurve3 = THREE.Curve.create(
+
+	function ( points /* array of Vector3 */) {
+
+		this.points = ( points == undefined ) ? [] : points;
+
+	},
+
+	function ( t ) {
+
+		var points = this.points;
+		var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
+
+		var intPoint = Math.floor( point );
+		var weight = point - intPoint;
+
+		intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
+
+		var point0 = points[ ( intPoint - 1 ) % points.length ];
+		var point1 = points[ ( intPoint     ) % points.length ];
+		var point2 = points[ ( intPoint + 1 ) % points.length ];
+		var point3 = points[ ( intPoint + 2 ) % points.length ];
+
+		var vector = new THREE.Vector3();
+
+		vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+		vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+		vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
+
+		return vector;
+
+	}
+
+);
+
+// File:src/extras/animation/AnimationHandler.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.AnimationHandler = {
+
+	LINEAR: 0,
+	CATMULLROM: 1,
+	CATMULLROM_FORWARD: 2,
+
+	//
+
+	add: function () { THREE.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
+	get: function () { THREE.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
+	remove: function () { THREE.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
+
+	//
+
+	animations: [],
+
+	init: function ( data ) {
+
+		if ( data.initialized === true ) return data;
+
+		// 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().fromArray( quat );
+
+				}
+
+			}
+
+			// 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;
+
+			}
+
+		}
+
+		data.initialized = true;
+
+		return data;
+
+	},
+
+	parse: function ( root ) {
+
+		var parseRecurseHierarchy = function ( root, hierarchy ) {
+
+			hierarchy.push( root );
+
+			for ( var c = 0; c < root.children.length; c ++ )
+				parseRecurseHierarchy( root.children[ c ], hierarchy );
+
+		};
+
+		// setup hierarchy
+
+		var hierarchy = [];
+
+		if ( root instanceof THREE.SkinnedMesh ) {
+
+			for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
+
+				hierarchy.push( root.skeleton.bones[ b ] );
+
+			}
+
+		} else {
+
+			parseRecurseHierarchy( root, hierarchy );
+
+		}
+
+		return hierarchy;
+
+	},
+
+	play: function ( animation ) {
+
+		if ( this.animations.indexOf( animation ) === - 1 ) {
+
+			this.animations.push( animation );
+
+		}
+
+	},
+
+	stop: function ( animation ) {
+
+		var index = this.animations.indexOf( animation );
+
+		if ( index !== - 1 ) {
+
+			this.animations.splice( index, 1 );
+
+		}
+
+	},
+
+	update: function ( deltaTimeMS ) {
+
+		for ( var i = 0; i < this.animations.length; i ++ ) {
+
+			this.animations[ i ].resetBlendWeights( );
+
+		}
+
+		for ( var i = 0; i < this.animations.length; i ++ ) {
+
+			this.animations[ i ].update( deltaTimeMS );
+
+		}
+
+	}
+
+};
+
+// File:src/extras/animation/Animation.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Animation = function ( root, data ) {
+
+	this.root = root;
+	this.data = THREE.AnimationHandler.init( data );
+	this.hierarchy = THREE.AnimationHandler.parse( root );
+
+	this.currentTime = 0;
+	this.timeScale = 1;
+
+	this.isPlaying = false;
+	this.loop = true;
+	this.weight = 0;
+
+	this.interpolationType = THREE.AnimationHandler.LINEAR;
+
+};
+
+THREE.Animation.prototype = {
+
+	constructor: THREE.Animation,
+
+	keyTypes:  [ "pos", "rot", "scl" ],
+
+	play: function ( startTime, weight ) {
+
+		this.currentTime = startTime !== undefined ? startTime : 0;
+		this.weight = weight !== undefined ? weight : 1;
+
+		this.isPlaying = true;
+
+		this.reset();
+
+		THREE.AnimationHandler.play( this );
+
+	},
+
+	stop: function() {
+
+		this.isPlaying = false;
+
+		THREE.AnimationHandler.stop( this );
+
+	},
+
+	reset: function () {
+
+		for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+			var object = this.hierarchy[ h ];
+
+			if ( object.animationCache === undefined ) {
+
+				object.animationCache = {
+					animations: {},
+					blending: {
+						positionWeight: 0.0,
+						quaternionWeight: 0.0,
+						scaleWeight: 0.0
+					}
+				};
+			}
+
+			var name = this.data.name;
+			var animations = object.animationCache.animations;
+			var animationCache = animations[ name ];
+
+			if ( animationCache === undefined ) {
+
+				animationCache = {
+					prevKey: { pos: 0, rot: 0, scl: 0 },
+					nextKey: { pos: 0, rot: 0, scl: 0 },
+					originalMatrix: object.matrix
+				};
+
+				animations[ name ] = animationCache;
+
+			}
+
+			// Get keys to match our current time
+
+			for ( var t = 0; t < 3; t ++ ) {
+
+				var type = this.keyTypes[ t ];
+
+				var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+				var nextKey = this.getNextKeyWith( type, h, 1 );
+
+				while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
+
+					prevKey = nextKey;
+					nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+				}
+
+				animationCache.prevKey[ type ] = prevKey;
+				animationCache.nextKey[ type ] = nextKey;
+
+			}
+
+		}
+
+	},
+
+	resetBlendWeights: function () {
+
+		for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+			var object = this.hierarchy[ h ];
+			var animationCache = object.animationCache;
+
+			if ( animationCache !== undefined ) {
+
+				var blending = animationCache.blending;
+
+				blending.positionWeight = 0.0;
+				blending.quaternionWeight = 0.0;
+				blending.scaleWeight = 0.0;
+
+			}
+
+		}
+
+	},
+
+	update: ( function() {
+
+		var points = [];
+		var target = new THREE.Vector3();
+		var newVector = new THREE.Vector3();
+		var newQuat = new THREE.Quaternion();
+
+		// Catmull-Rom spline
+
+		var 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 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
+			v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
+			v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
+
+			return v3;
+
+		};
+
+		var 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;
+
+		};
+
+		return function ( delta ) {
+
+			if ( this.isPlaying === false ) return;
+
+			this.currentTime += delta * this.timeScale;
+
+			if ( this.weight === 0 )
+				return;
+
+			//
+
+			var duration = this.data.length;
+
+			if ( this.currentTime > duration || this.currentTime < 0 ) {
+
+				if ( this.loop ) {
+
+					this.currentTime %= duration;
+
+					if ( this.currentTime < 0 )
+						this.currentTime += duration;
+
+					this.reset();
+
+				} else {
+
+					this.stop();
+
+				}
+
+			}
+
+			for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+				var object = this.hierarchy[ h ];
+				var animationCache = object.animationCache.animations[this.data.name];
+				var blending = object.animationCache.blending;
+
+				// loop through pos/rot/scl
+
+				for ( var t = 0; t < 3; t ++ ) {
+
+					// get keys
+
+					var type    = this.keyTypes[ t ];
+					var prevKey = animationCache.prevKey[ type ];
+					var nextKey = animationCache.nextKey[ type ];
+
+					if ( ( this.timeScale > 0 && nextKey.time <= this.currentTime ) ||
+						( this.timeScale < 0 && prevKey.time >= this.currentTime ) ) {
+
+						prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+						nextKey = this.getNextKeyWith( type, h, 1 );
+
+						while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
+
+							prevKey = nextKey;
+							nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+						}
+
+						animationCache.prevKey[ type ] = prevKey;
+						animationCache.nextKey[ type ] = nextKey;
+
+					}
+
+					var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
+
+					var prevXYZ = prevKey[ type ];
+					var nextXYZ = nextKey[ type ];
+
+					if ( scale < 0 ) scale = 0;
+					if ( scale > 1 ) scale = 1;
+
+					// interpolate
+
+					if ( type === "pos" ) {
+
+						if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
+
+							newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+							newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+							newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+							// blend
+							var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
+							object.position.lerp( newVector, proportionalWeight );
+							blending.positionWeight += this.weight;
+
+						} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+									this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+							points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
+							points[ 1 ] = prevXYZ;
+							points[ 2 ] = nextXYZ;
+							points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
+
+							scale = scale * 0.33 + 0.33;
+
+							var currentPoint = interpolateCatmullRom( points, scale );
+							var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
+							blending.positionWeight += this.weight;
+
+							// blend
+
+							var vector = object.position;
+
+							vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
+							vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
+							vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
+
+							if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+								var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
+
+								target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
+								target.sub( vector );
+								target.y = 0;
+								target.normalize();
+
+								var angle = Math.atan2( target.x, target.z );
+								object.rotation.set( 0, angle, 0 );
+
+							}
+
+						}
+
+					} else if ( type === "rot" ) {
+
+						THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
+
+						// Avoid paying the cost of an additional slerp if we don't have to
+						if ( blending.quaternionWeight === 0 ) {
+
+							object.quaternion.copy(newQuat);
+							blending.quaternionWeight = this.weight;
+
+						} else {
+
+							var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
+							THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
+							blending.quaternionWeight += this.weight;
+
+						}
+
+					} else if ( type === "scl" ) {
+
+						newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+						newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+						newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+						var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
+						object.scale.lerp( newVector, proportionalWeight );
+						blending.scaleWeight += this.weight;
+
+					}
+
+				}
+
+			}
+
+			return true;
+
+		};
+
+	} )(),
+
+	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 ];
+
+	},
+
+	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 ];
+
+	}
+
+};
+
+// File:src/extras/animation/KeyFrameAnimation.js
+
+/**
+ * @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 ( data ) {
+
+	this.root = data.node;
+	this.data = THREE.AnimationHandler.init( data );
+	this.hierarchy = THREE.AnimationHandler.parse( this.root );
+	this.currentTime = 0;
+	this.timeScale = 0.001;
+	this.isPlaying = false;
+	this.isPaused = true;
+	this.loop = 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;
+
+		}
+
+	}
+
+};
+
+THREE.KeyFrameAnimation.prototype = {
+
+	constructor: THREE.KeyFrameAnimation,
+
+	play: function ( startTime ) {
+
+		this.currentTime = startTime !== undefined ? startTime : 0;
+
+		if ( this.isPlaying === false ) {
+
+			this.isPlaying = true;
+
+			// 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 ];
+
+				if ( node.animationCache === undefined ) {
+
+					node.animationCache = {};
+					node.animationCache.prevKey = null;
+					node.animationCache.nextKey = null;
+					node.animationCache.originalMatrix = 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.play( this );
+
+	},
+
+	stop: function () {
+
+		this.isPlaying = false;
+		this.isPaused  = false;
+
+		THREE.AnimationHandler.stop( 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;
+
+				original.copy( obj.matrix );
+				obj.matrix = original;
+
+				delete node.animationCache;
+
+			}
+
+		}
+
+	},
+
+	update: function ( delta ) {
+
+		if ( this.isPlaying === false ) return;
+
+		this.currentTime += delta * this.timeScale;
+
+		//
+
+		var duration = this.data.length;
+
+		if ( this.loop === true && this.currentTime > duration ) {
+
+			this.currentTime %= duration;
+
+		}
+
+		this.currentTime = Math.min( this.currentTime, duration );
+
+		for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+			var object = this.hierarchy[ h ];
+			var node = this.data.hierarchy[ h ];
+
+			var keys = node.keys,
+				animationCache = node.animationCache;
+
+
+			if ( keys.length ) {
+
+				var prevKey = animationCache.prevKey;
+				var nextKey = animationCache.nextKey;
+
+				if ( nextKey.time <= this.currentTime ) {
+
+					while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
+
+						prevKey = nextKey;
+						nextKey = keys[ prevKey.index + 1 ];
+
+					}
+
+					animationCache.prevKey = prevKey;
+					animationCache.nextKey = nextKey;
+
+				}
+
+				if ( nextKey.time >= this.currentTime ) {
+
+					prevKey.interpolate( nextKey, this.currentTime );
+
+				} else {
+
+					prevKey.interpolate( nextKey, nextKey.time );
+
+				}
+
+				this.data.hierarchy[ h ].node.updateMatrix();
+				object.matrixWorldNeedsUpdate = true;
+
+			}
+
+		}
+
+	},
+
+	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 ];
+
+	},
+
+	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 ];
+
+	}
+
+};
+
+// File:src/extras/animation/MorphAnimation.js
+
+/**
+ * @author mrdoob / http://mrdoob.com
+ * @author willy-vvu / http://willy-vvu.github.io
+ */
+
+THREE.MorphAnimation = function ( mesh ) {
+
+	this.mesh = mesh;
+	this.frames = mesh.morphTargetInfluences.length;
+	this.currentTime = 0;
+	this.duration = 1000;
+	this.loop = true;
+	this.lastFrame = 0;
+	this.currentFrame = 0;
+
+	this.isPlaying = false;
+
+};
+
+THREE.MorphAnimation.prototype = {
+
+	constructor: THREE.MorphAnimation,
+
+	play: function () {
+
+		this.isPlaying = true;
+
+	},
+
+	pause: function () {
+
+		this.isPlaying = false;
+
+	},
+
+	update: function ( delta ) {
+
+		if ( this.isPlaying === false ) return;
+
+		this.currentTime += delta;
+
+		if ( this.loop === true && this.currentTime > this.duration ) {
+
+			this.currentTime %= this.duration;
+
+		}
+
+		this.currentTime = Math.min( this.currentTime, this.duration );
+
+		var interpolation = this.duration / this.frames;
+		var frame = Math.floor( this.currentTime / interpolation );
+
+		var influences = this.mesh.morphTargetInfluences;
+
+		if ( frame != this.currentFrame ) {
+
+			influences[ this.lastFrame ] = 0;
+			influences[ this.currentFrame ] = 1;
+			influences[ frame ] = 0;
+
+			this.lastFrame = this.currentFrame;
+			this.currentFrame = frame;
+
+		}
+
+		influences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
+		influences[ this.lastFrame ] = 1 - influences[ frame ];
+
+	}
+
+};
+
+// File:src/extras/geometries/BoxGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
+ */
+
+THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+	THREE.Geometry.call( this );
+
+	this.type = 'BoxGeometry';
+
+	this.parameters = {
+		width: width,
+		height: height,
+		depth: depth,
+		widthSegments: widthSegments,
+		heightSegments: heightSegments,
+		depthSegments: depthSegments
+	};
+
+	this.widthSegments = widthSegments || 1;
+	this.heightSegments = heightSegments || 1;
+	this.depthSegments = depthSegments || 1;
+
+	var scope = this;
+
+	var width_half = width / 2;
+	var height_half = height / 2;
+	var depth_half = depth / 2;
+
+	buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
+	buildPlane( 'z', 'y',   1, - 1, depth, height, - width_half, 1 ); // nx
+	buildPlane( 'x', 'z',   1,   1, width, depth, height_half, 2 ); // py
+	buildPlane( 'x', 'z',   1, - 1, width, depth, - height_half, 3 ); // ny
+	buildPlane( 'x', 'y',   1, - 1, width, height, depth_half, 4 ); // pz
+	buildPlane( 'x', 'y', - 1, - 1, width, 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 uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
+				var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
+				var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
+				var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
+
+				var face = new THREE.Face3( a + offset, b + offset, d + offset );
+				face.normal.copy( normal );
+				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
+				face.materialIndex = materialIndex;
+
+				scope.faces.push( face );
+				scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
+
+				face = new THREE.Face3( b + offset, c + offset, d + offset );
+				face.normal.copy( normal );
+				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
+				face.materialIndex = materialIndex;
+
+				scope.faces.push( face );
+				scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+			}
+
+		}
+
+	}
+
+	this.mergeVertices();
+
+};
+
+THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry;
+
+// File:src/extras/geometries/CircleGeometry.js
+
+/**
+ * @author hughes
+ */
+
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+	THREE.Geometry.call( this );
+
+	this.type = 'CircleGeometry';
+
+	this.parameters = {
+		radius: radius,
+		segments: segments,
+		thetaStart: thetaStart,
+		thetaLength: thetaLength
+	};
+
+	radius = radius || 50;
+	segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+	thetaStart = thetaStart !== undefined ? thetaStart : 0;
+	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+	var i, uvs = [],
+	center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
+
+	this.vertices.push(center);
+	uvs.push( centerUV );
+
+	for ( i = 0; i <= segments; i ++ ) {
+
+		var vertex = new THREE.Vector3();
+		var segment = thetaStart + i / segments * thetaLength;
+
+		vertex.x = radius * Math.cos( segment );
+		vertex.y = radius * Math.sin( segment );
+
+		this.vertices.push( vertex );
+		uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
+
+	}
+
+	var n = new THREE.Vector3( 0, 0, 1 );
+
+	for ( i = 1; i <= segments; i ++ ) {
+
+		this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
+		this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
+
+	}
+
+	this.computeFaceNormals();
+
+	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
+
+// File:src/extras/geometries/CubeGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+
+THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+	THREE.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
+	return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
+
+ };
+
+// File:src/extras/geometries/CylinderGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
+
+	THREE.Geometry.call( this );
+
+	this.type = 'CylinderGeometry';
+
+	this.parameters = {
+		radiusTop: radiusTop,
+		radiusBottom: radiusBottom,
+		height: height,
+		radialSegments: radialSegments,
+		heightSegments: heightSegments,
+		openEnded: openEnded,
+		thetaStart: thetaStart,
+		thetaLength: thetaLength
+	};
+
+	radiusTop = radiusTop !== undefined ? radiusTop : 20;
+	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+	height = height !== undefined ? height : 100;
+
+	radialSegments = radialSegments || 8;
+	heightSegments = heightSegments || 1;
+
+	openEnded = openEnded !== undefined ? openEnded : false;
+	thetaStart = thetaStart !== undefined ? thetaStart : 0;
+	thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI;
+
+	var heightHalf = height / 2;
+
+	var x, y, vertices = [], uvs = [];
+
+	for ( y = 0; y <= heightSegments; y ++ ) {
+
+		var verticesRow = [];
+		var uvsRow = [];
+
+		var v = y / heightSegments;
+		var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+
+		for ( x = 0; x <= radialSegments; x ++ ) {
+
+			var u = x / radialSegments;
+
+			var vertex = new THREE.Vector3();
+			vertex.x = radius * Math.sin( u * thetaLength + thetaStart );
+			vertex.y = - v * height + heightHalf;
+			vertex.z = radius * Math.cos( u * thetaLength + thetaStart );
+
+			this.vertices.push( vertex );
+
+			verticesRow.push( this.vertices.length - 1 );
+			uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+		}
+
+		vertices.push( verticesRow );
+		uvs.push( uvsRow );
+
+	}
+
+	var tanTheta = ( radiusBottom - radiusTop ) / height;
+	var na, nb;
+
+	for ( x = 0; x < radialSegments; 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 < heightSegments; 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.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
+
+			this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
+
+		}
+
+	}
+
+	// top cap
+
+	if ( openEnded === false && radiusTop > 0 ) {
+
+		this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
+
+		for ( x = 0; x < radialSegments; 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.Vector2( uv2.x, 0 );
+
+			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+		}
+
+	}
+
+	// bottom cap
+
+	if ( openEnded === false && radiusBottom > 0 ) {
+
+		this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
+
+		for ( x = 0; x < radialSegments; x ++ ) {
+
+			var v1 = vertices[ heightSegments ][ x + 1 ];
+			var v2 = vertices[ heightSegments ][ 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[ heightSegments ][ x + 1 ].clone();
+			var uv2 = uvs[ heightSegments ][ x ].clone();
+			var uv3 = new THREE.Vector2( uv2.x, 1 );
+
+			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+		}
+
+	}
+
+	this.computeFaceNormals();
+
+};
+
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;
+
+// File:src/extras/geometries/ExtrudeGeometry.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ *  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>, // Depth to extrude the shape
+ *
+ *  bevelEnabled: <bool>, // turn on bevel
+ *  bevelThickness: <float>, // how deep into the original shape bevel goes
+ *  bevelSize: <float>, // how far from shape 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 );
+
+	this.type = 'ExtrudeGeometry';
+
+	shapes = shapes instanceof Array ? shapes : [ shapes ];
+
+	this.addShapeList( shapes, options );
+
+	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.constructor = THREE.ExtrudeGeometry;
+
+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 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 shapesOffset = this.vertices.length;
+
+	var shapePoints = shape.extractPoints( curveSegments );
+
+	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 ) THREE.error( "THREE.ExtrudeGeometry: vec does not exist" );
+
+		return vec.clone().multiplyScalar( size ).add( pt );
+
+	}
+
+	var b, bs, t, z,
+		vert, vlen = vertices.length,
+		face, flen = faces.length;
+
+
+	// Find directions for point movement
+
+
+	function getBevelVec( inPt, inPrev, inNext ) {
+
+		var EPSILON = 0.0000000001;
+		
+		// computes for inPt the corresponding point inPt' on a new contour
+		//   shiftet by 1 unit (length of normalized vector) to the left
+		// if we walk along contour clockwise, this new contour is outside the old one
+		//
+		// inPt' is the intersection of the two lines parallel to the two
+		//  adjacent edges of inPt at a distance of 1 unit on the left side.
+		
+		var v_trans_x, v_trans_y, shrink_by = 1;		// resulting translation vector for inPt
+
+		// good reading for geometry algorithms (here: line-line intersection)
+		// http://geomalgorithms.com/a05-_intersect-1.html
+
+		var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
+		var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
+		
+		var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
+		
+		// check for colinear edges
+		var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
+		
+		if ( Math.abs( colinear0 ) > EPSILON ) {		// not colinear
+			
+			// length of vectors for normalizing
+	
+			var v_prev_len = Math.sqrt( v_prev_lensq );
+			var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
+			
+			// shift adjacent points by unit vectors to the left
+	
+			var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
+			var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
+			
+			var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
+			var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
+	
+			// scaling factor for v_prev to intersection point
+	
+			var sf = (  ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
+						( ptNextShift_y - ptPrevShift_y ) * v_next_x    ) /
+					  ( v_prev_x * v_next_y - v_prev_y * v_next_x );
+	
+			// vector from inPt to intersection point
+	
+			v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
+			v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
+	
+			// Don't normalize!, otherwise sharp corners become ugly
+			//  but prevent crazy spikes
+			var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
+			if ( v_trans_lensq <= 2 ) {
+				return	new THREE.Vector2( v_trans_x, v_trans_y );
+			} else {
+				shrink_by = Math.sqrt( v_trans_lensq / 2 );
+			}
+			
+		} else {		// handle special case of colinear edges
+
+			var direction_eq = false;		// assumes: opposite
+			if ( v_prev_x > EPSILON ) {
+				if ( v_next_x > EPSILON ) { direction_eq = true; }
+			} else {
+				if ( v_prev_x < - EPSILON ) {
+					if ( v_next_x < - EPSILON ) { direction_eq = true; }
+				} else {
+					if ( Math.sign(v_prev_y) == Math.sign(v_next_y) ) { direction_eq = true; }
+				}
+			}
+
+			if ( direction_eq ) {
+				// console.log("Warning: lines are a straight sequence");
+				v_trans_x = - v_prev_y;
+				v_trans_y =  v_prev_x;
+				shrink_by = Math.sqrt( v_prev_lensq );
+			} else {
+				// console.log("Warning: lines are a straight spike");
+				v_trans_x = v_prev_x;
+				v_trans_y = v_prev_y;
+				shrink_by = Math.sqrt( v_prev_lensq / 2 );
+			}
+
+		}
+
+		return	new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
+
+	}
+
+
+	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)
+
+		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 );
+
+			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 );
+
+				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] ).add(normal).add(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] ).add( normal ).add( 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 );
+
+			}
+
+			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 );
+
+			}
+
+		} else {
+
+			// Bottom faces
+
+			for ( i = 0; i < flen; i ++ ) {
+
+				face = faces[ i ];
+				f3( face[ 2 ], face[ 1 ], face[ 0 ] );
+
+			}
+
+			// Top faces
+
+			for ( i = 0; i < flen; i ++ ) {
+
+				face = faces[ i ];
+				f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
+
+			}
+		}
+
+	}
+
+	// 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 ) {
+
+		a += shapesOffset;
+		b += shapesOffset;
+		c += shapesOffset;
+
+		// normal, color, material
+		scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+
+		var uvs = uvgen.generateTopUV( scope, 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.Face3( a, b, d, null, null, extrudeMaterial ) );
+		scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
+
+		var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
+
+		scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
+		scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
+
+	}
+
+};
+
+THREE.ExtrudeGeometry.WorldUVGenerator = {
+
+	generateTopUV: function ( geometry, indexA, indexB, indexC ) {
+
+		var vertices = geometry.vertices;
+
+		var a = vertices[ indexA ];
+		var b = vertices[ indexB ];
+		var c = vertices[ indexC ];
+
+		return [
+			new THREE.Vector2( a.x, a.y ),
+			new THREE.Vector2( b.x, b.y ),
+			new THREE.Vector2( c.x, c.y )
+		];
+
+	},
+
+	generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
+
+		var vertices = geometry.vertices;
+
+		var a = vertices[ indexA ];
+		var b = vertices[ indexB ];
+		var c = vertices[ indexC ];
+		var d = vertices[ indexD ];
+
+		if ( Math.abs( a.y - b.y ) < 0.01 ) {
+			return [
+				new THREE.Vector2( a.x, 1 - a.z ),
+				new THREE.Vector2( b.x, 1 - b.z ),
+				new THREE.Vector2( c.x, 1 - c.z ),
+				new THREE.Vector2( d.x, 1 - d.z )
+			];
+		} else {
+			return [
+				new THREE.Vector2( a.y, 1 - a.z ),
+				new THREE.Vector2( b.y, 1 - b.z ),
+				new THREE.Vector2( c.y, 1 - c.z ),
+				new THREE.Vector2( d.y, 1 - d.z )
+			];
+		}
+	}
+};
+
+// File:src/extras/geometries/ShapeGeometry.js
+
+/**
+ * @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 );
+
+	this.type = 'ShapeGeometry';
+
+	if ( shapes instanceof Array === false ) shapes = [ shapes ];
+
+	this.addShapeList( shapes, options );
+
+	this.computeFaceNormals();
+
+};
+
+THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.ShapeGeometry.prototype.constructor = THREE.ShapeGeometry;
+
+/**
+ * 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 curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+	var material = options.material;
+	var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
+
+	//
+
+	var i, l, hole;
+
+	var shapesOffset = this.vertices.length;
+	var shapePoints = shape.extractPoints( curveSegments );
+
+	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;
+
+	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.generateTopUV( this, a, b, c ) );
+
+	}
+
+};
+
+// File:src/extras/geometries/LatheGeometry.js
+
+/**
+ * @author astrodud / http://astrodud.isgreat.org/
+ * @author zz85 / https://github.com/zz85
+ * @author bhouston / http://exocortex.com
+ */
+
+// points - to create a closed torus, one must use a set of points 
+//    like so: [ a, b, c, d, a ], see first is the same as last.
+// segments - the number of circumference segments to create
+// phiStart - the starting radian
+// phiLength - the radian (0 to 2*PI) range of the lathed section
+//    2*pi is a closed lathe, less than 2PI is a portion.
+
+THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
+
+	THREE.Geometry.call( this );
+
+	this.type = 'LatheGeometry';
+
+	this.parameters = {
+		points: points,
+		segments: segments,
+		phiStart: phiStart,
+		phiLength: phiLength
+	};
+
+	segments = segments || 12;
+	phiStart = phiStart || 0;
+	phiLength = phiLength || 2 * Math.PI;
+
+	var inversePointLength = 1.0 / ( points.length - 1 );
+	var inverseSegments = 1.0 / segments;
+
+	for ( var i = 0, il = segments; i <= il; i ++ ) {
+
+		var phi = phiStart + i * inverseSegments * phiLength;
+
+		var c = Math.cos( phi ),
+			s = Math.sin( phi );
+
+		for ( var j = 0, jl = points.length; j < jl; j ++ ) {
+
+			var pt = points[ j ];
+
+			var vertex = new THREE.Vector3();
+
+			vertex.x = c * pt.x - s * pt.y;
+			vertex.y = s * pt.x + c * pt.y;
+			vertex.z = pt.z;
+
+			this.vertices.push( vertex );
+
+		}
+
+	}
+
+	var np = points.length;
+
+	for ( var i = 0, il = segments; i < il; i ++ ) {
+
+		for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
+
+			var base = j + np * i;
+			var a = base;
+			var b = base + np;
+			var c = base + 1 + np;
+			var d = base + 1;
+
+			var u0 = i * inverseSegments;
+			var v0 = j * inversePointLength;
+			var u1 = u0 + inverseSegments;
+			var v1 = v0 + inversePointLength;
+
+			this.faces.push( new THREE.Face3( a, b, d ) );
+
+			this.faceVertexUvs[ 0 ].push( [
+
+				new THREE.Vector2( u0, v0 ),
+				new THREE.Vector2( u1, v0 ),
+				new THREE.Vector2( u0, v1 )
+
+			] );
+
+			this.faces.push( new THREE.Face3( b, c, d ) );
+
+			this.faceVertexUvs[ 0 ].push( [
+
+				new THREE.Vector2( u1, v0 ),
+				new THREE.Vector2( u1, v1 ),
+				new THREE.Vector2( u0, v1 )
+
+			] );
+
+
+		}
+
+	}
+
+	this.mergeVertices();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry;
+
+// File:src/extras/geometries/PlaneGeometry.js
+
+/**
+ * @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 ) {
+
+	console.info( 'THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.' );
+
+	THREE.Geometry.call( this );
+
+	this.type = 'PlaneGeometry';
+
+	this.parameters = {
+		width: width,
+		height: height,
+		widthSegments: widthSegments,
+		heightSegments: heightSegments
+	};
+
+	this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
+
+};
+
+THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry;
+
+// File:src/extras/geometries/PlaneBufferGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
+
+	THREE.BufferGeometry.call( this );
+
+	this.type = 'PlaneBufferGeometry';
+
+	this.parameters = {
+		width: width,
+		height: height,
+		widthSegments: widthSegments,
+		heightSegments: heightSegments
+	};
+
+	var width_half = width / 2;
+	var height_half = height / 2;
+
+	var gridX = widthSegments || 1;
+	var gridY = heightSegments || 1;
+
+	var gridX1 = gridX + 1;
+	var gridY1 = gridY + 1;
+
+	var segment_width = width / gridX;
+	var segment_height = height / gridY;
+
+	var vertices = new Float32Array( gridX1 * gridY1 * 3 );
+	var normals = new Float32Array( gridX1 * gridY1 * 3 );
+	var uvs = new Float32Array( gridX1 * gridY1 * 2 );
+
+	var offset = 0;
+	var offset2 = 0;
+
+	for ( var iy = 0; iy < gridY1; iy ++ ) {
+
+		var y = iy * segment_height - height_half;
+
+		for ( var ix = 0; ix < gridX1; ix ++ ) {
+
+			var x = ix * segment_width - width_half;
+
+			vertices[ offset     ] = x;
+			vertices[ offset + 1 ] = - y;
+
+			normals[ offset + 2 ] = 1;
+
+			uvs[ offset2     ] = ix / gridX;
+			uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
+
+			offset += 3;
+			offset2 += 2;
+
+		}
+
+	}
+
+	offset = 0;
+
+	var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
+
+	for ( var iy = 0; iy < gridY; iy ++ ) {
+
+		for ( var 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;
+
+			indices[ offset     ] = a;
+			indices[ offset + 1 ] = b;
+			indices[ offset + 2 ] = d;
+
+			indices[ offset + 3 ] = b;
+			indices[ offset + 4 ] = c;
+			indices[ offset + 5 ] = d;
+
+			offset += 6;
+
+		}
+
+	}
+
+	this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
+	this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+	this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+	this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+};
+
+THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry;
+
+// File:src/extras/geometries/RingGeometry.js
+
+/**
+ * @author Kaleb Murphy
+ */
+
+THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
+
+	THREE.Geometry.call( this );
+
+	this.type = 'RingGeometry';
+
+	this.parameters = {
+		innerRadius: innerRadius,
+		outerRadius: outerRadius,
+		thetaSegments: thetaSegments,
+		phiSegments: phiSegments,
+		thetaStart: thetaStart,
+		thetaLength: thetaLength
+	};
+
+	innerRadius = innerRadius || 0;
+	outerRadius = outerRadius || 50;
+
+	thetaStart = thetaStart !== undefined ? thetaStart : 0;
+	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+	thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
+	phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
+
+	var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
+
+	for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
+
+		for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
+
+			var vertex = new THREE.Vector3();
+			var segment = thetaStart + o / thetaSegments * thetaLength;
+			vertex.x = radius * Math.cos( segment );
+			vertex.y = radius * Math.sin( segment );
+
+			this.vertices.push( vertex );
+			uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
+		}
+
+		radius += radiusStep;
+
+	}
+
+	var n = new THREE.Vector3( 0, 0, 1 );
+
+	for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
+
+		var thetaSegment = i * (thetaSegments + 1);
+
+		for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
+
+			var segment = o + thetaSegment;
+
+			var v1 = segment;
+			var v2 = segment + thetaSegments + 1;
+			var v3 = segment + thetaSegments + 2;
+
+			this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
+
+			v1 = segment;
+			v2 = segment + thetaSegments + 2;
+			v3 = segment + 1;
+
+			this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
+
+		}
+	}
+
+	this.computeFaceNormals();
+
+	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.RingGeometry.prototype.constructor = THREE.RingGeometry;
+
+
+// File:src/extras/geometries/SphereGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+	THREE.Geometry.call( this );
+
+	this.type = 'SphereGeometry';
+
+	this.parameters = {
+		radius: radius,
+		widthSegments: widthSegments,
+		heightSegments: heightSegments,
+		phiStart: phiStart,
+		phiLength: phiLength,
+		thetaStart: thetaStart,
+		thetaLength: thetaLength 
+	};
+
+	radius = radius || 50;
+
+	widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
+	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 <= heightSegments; y ++ ) {
+
+		var verticesRow = [];
+		var uvsRow = [];
+
+		for ( x = 0; x <= widthSegments; x ++ ) {
+
+			var u = x / widthSegments;
+			var v = y / heightSegments;
+
+			var vertex = new THREE.Vector3();
+			vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+			vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
+			vertex.z = 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.Vector2( u, 1 - v ) );
+
+		}
+
+		vertices.push( verticesRow );
+		uvs.push( uvsRow );
+
+	}
+
+	for ( y = 0; y < heightSegments; y ++ ) {
+
+		for ( x = 0; x < 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 ) === radius ) {
+
+				uv1.x = ( uv1.x + uv2.x ) / 2;
+				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 ) === radius ) {
+
+				uv3.x = ( uv3.x + uv4.x ) / 2;
+				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.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
+
+				this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
+
+			}
+
+		}
+
+	}
+
+	this.computeFaceNormals();
+
+	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry;
+
+// File:src/extras/geometries/TextGeometry.js
+
+/**
+ * @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 ) {
+
+	parameters = 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 );
+
+	this.type = 'TextGeometry';
+
+};
+
+THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
+THREE.TextGeometry.prototype.constructor = THREE.TextGeometry;
+
+// File:src/extras/geometries/TorusGeometry.js
+
+/**
+ * @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 );
+
+	this.type = 'TorusGeometry';
+
+	this.parameters = {
+		radius: radius,
+		tube: tube,
+		radialSegments: radialSegments,
+		tubularSegments: tubularSegments,
+		arc: arc
+	};
+
+	radius = radius || 100;
+	tube = tube || 40;
+	radialSegments = radialSegments || 8;
+	tubularSegments = tubularSegments || 6;
+	arc = arc || Math.PI * 2;
+
+	var center = new THREE.Vector3(), uvs = [], normals = [];
+
+	for ( var j = 0; j <= radialSegments; j ++ ) {
+
+		for ( var i = 0; i <= tubularSegments; i ++ ) {
+
+			var u = i / tubularSegments * arc;
+			var v = j / radialSegments * Math.PI * 2;
+
+			center.x = radius * Math.cos( u );
+			center.y = radius * Math.sin( u );
+
+			var vertex = new THREE.Vector3();
+			vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
+			vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
+			vertex.z = tube * Math.sin( v );
+
+			this.vertices.push( vertex );
+
+			uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
+			normals.push( vertex.clone().sub( center ).normalize() );
+
+		}
+
+	}
+
+	for ( var j = 1; j <= radialSegments; j ++ ) {
+
+		for ( var i = 1; i <= tubularSegments; i ++ ) {
+
+			var a = ( tubularSegments + 1 ) * j + i - 1;
+			var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
+			var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
+			var d = ( tubularSegments + 1 ) * j + i;
+
+			var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
+			this.faces.push( face );
+			this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
+
+			face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
+			this.faces.push( face );
+			this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
+
+		}
+
+	}
+
+	this.computeFaceNormals();
+
+};
+
+THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry;
+
+// File:src/extras/geometries/TorusKnotGeometry.js
+
+/**
+ * @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 );
+
+	this.type = 'TorusKnotGeometry';
+
+	this.parameters = {
+		radius: radius,
+		tube: tube,
+		radialSegments: radialSegments,
+		tubularSegments: tubularSegments,
+		p: p,
+		q: q,
+		heightScale: heightScale
+	};
+
+	radius = radius || 100;
+	tube = tube || 40;
+	radialSegments = radialSegments || 64;
+	tubularSegments = tubularSegments || 8;
+	p = p || 2;
+	q = q || 3;
+	heightScale = heightScale || 1;
+	
+	var grid = new Array( radialSegments );
+	var tang = new THREE.Vector3();
+	var n = new THREE.Vector3();
+	var bitan = new THREE.Vector3();
+
+	for ( var i = 0; i < radialSegments; ++ i ) {
+
+		grid[ i ] = new Array( tubularSegments );
+		var u = i / radialSegments * 2 * p * Math.PI;
+		var p1 = getPos( u, q, p, radius, heightScale );
+		var p2 = getPos( u + 0.01, q, p, radius, heightScale );
+		tang.subVectors( p2, p1 );
+		n.addVectors( p2, p1 );
+
+		bitan.crossVectors( tang, n );
+		n.crossVectors( bitan, tang );
+		bitan.normalize();
+		n.normalize();
+
+		for ( var j = 0; j < tubularSegments; ++ j ) {
+
+			var v = j / tubularSegments * 2 * Math.PI;
+			var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+			var cy = tube * Math.sin( v );
+
+			var pos = new THREE.Vector3();
+			pos.x = p1.x + cx * n.x + cy * bitan.x;
+			pos.y = p1.y + cx * n.y + cy * bitan.y;
+			pos.z = p1.z + cx * n.z + cy * bitan.z;
+
+			grid[ i ][ j ] = this.vertices.push( pos ) - 1;
+
+		}
+
+	}
+
+	for ( var i = 0; i < radialSegments; ++ i ) {
+
+		for ( var j = 0; j < tubularSegments; ++ j ) {
+
+			var ip = ( i + 1 ) % radialSegments;
+			var jp = ( j + 1 ) % tubularSegments;
+
+			var a = grid[ i ][ j ];
+			var b = grid[ ip ][ j ];
+			var c = grid[ ip ][ jp ];
+			var d = grid[ i ][ jp ];
+
+			var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
+			var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
+			var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
+			var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
+
+			this.faces.push( new THREE.Face3( a, b, d ) );
+			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
+
+			this.faces.push( new THREE.Face3( b, c, d ) );
+			this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+		}
+	}
+
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+	function getPos( u, in_q, in_p, radius, heightScale ) {
+
+		var cu = Math.cos( u );
+		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 );
+THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry;
+
+// File:src/extras/geometries/TubeGeometry.js
+
+/**
+ * @author WestLangley / https://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author miningold / https://github.com/miningold
+ * @author jonobr1 / https://github.com/jonobr1
+ *
+ * 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, radialSegments, closed, taper ) {
+
+	THREE.Geometry.call( this );
+
+	this.type = 'TubeGeometry';
+
+	this.parameters = {
+		path: path,
+		segments: segments,
+		radius: radius,
+		radialSegments: radialSegments,
+		closed: closed
+	};
+
+	segments = segments || 64;
+	radius = radius || 1;
+	radialSegments = radialSegments || 8;
+	closed = closed || false;
+	taper = taper || THREE.TubeGeometry.NoTaper;
+
+	var grid = [];
+
+	var scope = this,
+
+		tangent,
+		normal,
+		binormal,
+
+		numpoints = segments + 1,
+
+		u, v, r,
+
+		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 ++ ) {
+
+		grid[ i ] = [];
+
+		u = i / ( numpoints - 1 );
+
+		pos = path.getPointAt( u );
+
+		tangent = tangents[ i ];
+		normal = normals[ i ];
+		binormal = binormals[ i ];
+
+		r = radius * taper( u );
+
+		for ( j = 0; j < radialSegments; j ++ ) {
+
+			v = j / radialSegments * 2 * Math.PI;
+
+			cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+			cy = r * 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;
+
+			grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
+
+		}
+	}
+
+
+	// construct the mesh
+
+	for ( i = 0; i < segments; i ++ ) {
+
+		for ( j = 0; j < radialSegments; j ++ ) {
+
+			ip = ( closed ) ? (i + 1) % segments : i + 1;
+			jp = (j + 1) % radialSegments;
+
+			a = grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
+			b = grid[ ip ][ j ];
+			c = grid[ ip ][ jp ];
+			d = grid[ i ][ jp ];
+
+			uva = new THREE.Vector2( i / segments, j / radialSegments );
+			uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
+			uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
+			uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
+
+			this.faces.push( new THREE.Face3( a, b, d ) );
+			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
+
+			this.faces.push( new THREE.Face3( b, c, d ) );
+			this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+		}
+	}
+
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry;
+
+THREE.TubeGeometry.NoTaper = function ( u ) {
+
+	return 1;
+
+};
+
+THREE.TubeGeometry.SinusoidalTaper = function ( u ) {
+
+	return Math.sin( Math.PI * u );
+
+};
+
+// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
+THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
+
+	var	normal = 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;
+
+
+	// 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 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
+		binormals[ 0 ].crossVectors( 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().subVectors( t2, tangents[ 0 ] ).normalize();
+		binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
+
+		normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
+		binormals[ 0 ].crossVectors( 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.crossVectors( tangents[ 0 ], normal ).normalize();
+
+		normals[ 0 ].crossVectors( tangents[ 0 ], vec );
+		binormals[ 0 ].crossVectors( 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.crossVectors( tangents[ i - 1 ], tangents[ i ] );
+
+		if ( vec.length() > epsilon ) {
+
+			vec.normalize();
+
+			theta = Math.acos( THREE.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
+
+			normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
+
+		}
+
+		binormals[ i ].crossVectors( 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( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) );
+		theta /= ( numpoints - 1 );
+
+		if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) {
+
+			theta = - theta;
+
+		}
+
+		for ( i = 1; i < numpoints; i ++ ) {
+
+			// twist a little...
+			normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
+			binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+		}
+
+	}
+};
+
+// File:src/extras/geometries/PolyhedronGeometry.js
+
+/**
+ * @author clockworkgeek / https://github.com/clockworkgeek
+ * @author timothypratley / https://github.com/timothypratley
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
+
+	THREE.Geometry.call( this );
+
+	this.type = 'PolyhedronGeometry';
+
+	this.parameters = {
+		vertices: vertices,
+		indices: indices,
+		radius: radius,
+		detail: detail
+	};
+
+	radius = radius || 1;
+	detail = detail || 0;
+
+	var that = this;
+
+	for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
+
+		prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
+
+	}
+
+	var p = this.vertices;
+
+	var faces = [];
+
+	for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
+
+		var v1 = p[ indices[ i     ] ];
+		var v2 = p[ indices[ i + 1 ] ];
+		var v3 = p[ indices[ i + 2 ] ];
+
+		faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
+
+	}
+
+	var centroid = new THREE.Vector3();
+
+	for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+		subdivide( faces[ i ], detail );
+
+	}
+
+
+	// Handle case when face straddles the seam
+
+	for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
+
+		var uvs = this.faceVertexUvs[ 0 ][ i ];
+
+		var x0 = uvs[ 0 ].x;
+		var x1 = uvs[ 1 ].x;
+		var x2 = uvs[ 2 ].x;
+
+		var max = Math.max( x0, Math.max( x1, x2 ) );
+		var min = Math.min( x0, Math.min( x1, x2 ) );
+
+		if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
+
+			if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
+			if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
+			if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
+
+		}
+
+	}
+
+
+	// Apply radius
+
+	for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
+
+		this.vertices[ i ].multiplyScalar( radius );
+
+	}
+
+
+	// Merge vertices
+
+	this.mergeVertices();
+
+	this.computeFaceNormals();
+
+	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), 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.Vector2( u, 1 - v );
+
+		return vertex;
+
+	}
+
+
+	// Approximate a curved face with recursively sub-divided triangles.
+
+	function make( v1, v2, v3 ) {
+
+		var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
+		that.faces.push( face );
+
+		centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
+
+		var azi = azimuth( centroid );
+
+		that.faceVertexUvs[ 0 ].push( [
+			correctUV( v1.uv, v1, azi ),
+			correctUV( v2.uv, v2, azi ),
+			correctUV( v3.uv, v3, azi )
+		] );
+
+	}
+
+
+	// Analytically subdivide a face to the required detail level.
+
+	function subdivide( face, detail ) {
+
+		var cols = Math.pow(2, detail);
+		var a = prepare( that.vertices[ face.a ] );
+		var b = prepare( that.vertices[ face.b ] );
+		var c = prepare( that.vertices[ face.c ] );
+		var v = [];
+
+		// Construct all of the vertices for this subdivision.
+
+		for ( var i = 0 ; i <= cols; i ++ ) {
+
+			v[ i ] = [];
+
+			var aj = prepare( a.clone().lerp( c, i / cols ) );
+			var bj = prepare( b.clone().lerp( c, i / cols ) );
+			var rows = cols - i;
+
+			for ( var j = 0; j <= rows; j ++) {
+
+				if ( j == 0 && i == cols ) {
+
+					v[ i ][ j ] = aj;
+
+				} else {
+
+					v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
+
+				}
+
+			}
+
+		}
+
+		// Construct all of the faces.
+
+		for ( var i = 0; i < cols ; i ++ ) {
+
+			for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
+
+				var k = Math.floor( j / 2 );
+
+				if ( j % 2 == 0 ) {
+
+					make(
+						v[ i ][ k + 1],
+						v[ i + 1 ][ k ],
+						v[ i ][ k ]
+					);
+
+				} else {
+
+					make(
+						v[ i ][ k + 1 ],
+						v[ i + 1][ k + 1],
+						v[ i + 1 ][ k ]
+					);
+
+				}
+
+			}
+
+		}
+
+	}
+
+
+	// 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.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
+		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
+		return uv.clone();
+
+	}
+
+
+};
+
+THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry;
+
+// File:src/extras/geometries/DodecahedronGeometry.js
+
+/**
+ * @author Abe Pazos / https://hamoid.com
+ */
+
+THREE.DodecahedronGeometry = function ( radius, detail ) {
+
+	this.parameters = {
+		radius: radius,
+		detail: detail
+	};
+
+	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+	var r = 1 / t;
+
+	var vertices = [
+
+		// (±1, ±1, ±1)
+		-1, -1, -1,    -1, -1,  1,
+		-1,  1, -1,    -1,  1,  1,
+		 1, -1, -1,     1, -1,  1,
+		 1,  1, -1,     1,  1,  1,
+
+		// (0, ±1/φ, ±φ)
+		 0, -r, -t,     0, -r,  t,
+		 0,  r, -t,     0,  r,  t,
+
+		// (±1/φ, ±φ, 0)
+		-r, -t,  0,    -r,  t,  0,
+		 r, -t,  0,     r,  t,  0,
+
+		// (±φ, 0, ±1/φ)
+		-t,  0, -r,     t,  0, -r,
+		-t,  0,  r,     t,  0,  r
+	];
+
+	var indices = [
+		 3, 11,  7,      3,  7, 15,      3, 15, 13,
+		 7, 19, 17,      7, 17,  6,      7,  6, 15,
+		17,  4,  8,     17,  8, 10,     17, 10,  6,
+		 8,  0, 16,      8, 16,  2,      8,  2, 10,
+		 0, 12,  1,      0,  1, 18,      0, 18, 16,
+		 6, 10,  2,      6,  2, 13,      6, 13, 15,
+		 2, 16, 18,      2, 18,  3,      2,  3, 13,
+		18,  1,  9,     18,  9, 11,     18, 11,  3,
+		 4, 14, 12,      4, 12,  0,      4,  0,  8,
+		11,  9,  5,     11,  5, 19,     11, 19,  7,
+		19,  5, 14,     19, 14,  4,     19,  4, 17,
+		 1, 12, 14,      1, 14,  5,      1,  5,  9
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
+
+};
+
+THREE.DodecahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry;
+
+// File:src/extras/geometries/IcosahedronGeometry.js
+
+/**
+ * @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 indices = [
+		 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, indices, radius, detail );
+
+	this.type = 'IcosahedronGeometry';
+
+	this.parameters = {
+		radius: radius,
+		detail: detail
+	};
+};
+
+THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;
+
+// File:src/extras/geometries/OctahedronGeometry.js
+
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.OctahedronGeometry = function ( radius, detail ) {
+
+	this.parameters = {
+		radius: radius,
+		detail: detail
+	};
+
+	var vertices = [
+		1, 0, 0,   - 1, 0, 0,    0, 1, 0,    0,- 1, 0,    0, 0, 1,    0, 0,- 1
+	];
+
+	var indices = [
+		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, indices, radius, detail );
+
+	this.type = 'OctahedronGeometry';
+
+	this.parameters = {
+		radius: radius,
+		detail: detail
+	};
+};
+
+THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry;
+
+// File:src/extras/geometries/TetrahedronGeometry.js
+
+/**
+ * @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 indices = [
+		 2,  1,  0,    0,  3,  2,    1,  3,  0,    2,  3,  1
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
+
+	this.type = 'TetrahedronGeometry';
+
+	this.parameters = {
+		radius: radius,
+		detail: detail
+	};
+
+};
+
+THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry;
+
+// File:src/extras/geometries/ParametricGeometry.js
+
+/**
+ * @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 );
+ *
+ */
+
+THREE.ParametricGeometry = function ( func, slices, stacks ) {
+
+	THREE.Geometry.call( this );
+
+	this.type = 'ParametricGeometry';
+
+	this.parameters = {
+		func: func,
+		slices: slices,
+		stacks: stacks
+	};
+
+	var verts = this.vertices;
+	var faces = this.faces;
+	var uvs = this.faceVertexUvs[ 0 ];
+
+	var i, j, p;
+	var u, v;
+
+	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 + 1;
+			d = (i + 1) * sliceCount + j;
+
+			uva = new THREE.Vector2( j / slices, i / stacks );
+			uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
+			uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
+			uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
+
+			faces.push( new THREE.Face3( a, b, d ) );
+			uvs.push( [ uva, uvb, uvd ] );
+
+			faces.push( new THREE.Face3( b, c, d ) );
+			uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+		}
+
+	}
+
+	// console.log(this);
+
+	// magic bullet
+	// var diff = this.mergeVertices();
+	// console.log('removed ', diff, ' vertices by merging');
+
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry;
+
+// File:src/extras/helpers/AxisHelper.js
+
+/**
+ * @author sroucheray / http://sroucheray.org/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AxisHelper = function ( size ) {
+
+	size = size || 1;
+
+	var vertices = new Float32Array( [
+		0, 0, 0,  size, 0, 0,
+		0, 0, 0,  0, size, 0,
+		0, 0, 0,  0, 0, size
+	] );
+
+	var colors = new Float32Array( [
+		1, 0, 0,  1, 0.6, 0,
+		0, 1, 0,  0.6, 1, 0,
+		0, 0, 1,  0, 0.6, 1
+	] );
+
+	var geometry = new THREE.BufferGeometry();
+	geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+	geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
+
+	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+	THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+};
+
+THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.AxisHelper.prototype.constructor = THREE.AxisHelper;
+
+// File:src/extras/helpers/ArrowHelper.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @author zz85 / http://github.com/zz85
+ * @author bhouston / http://exocortex.com
+ *
+ * Creates an arrow for visualizing directions
+ *
+ * Parameters:
+ *  dir - Vector3
+ *  origin - Vector3
+ *  length - Number
+ *  color - color in hex value
+ *  headLength - Number
+ *  headWidth - Number
+ */
+
+THREE.ArrowHelper = ( function () {
+
+	var lineGeometry = new THREE.Geometry();
+	lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
+
+	var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
+	coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
+
+	return function ( dir, origin, length, color, headLength, headWidth ) {
+
+		// dir is assumed to be normalized
+
+		THREE.Object3D.call( this );
+
+		if ( color === undefined ) color = 0xffff00;
+		if ( length === undefined ) length = 1;
+		if ( headLength === undefined ) headLength = 0.2 * length;
+		if ( headWidth === undefined ) headWidth = 0.2 * headLength;
+
+		this.position.copy( origin );
+
+		this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
+		this.line.matrixAutoUpdate = false;
+		this.add( this.line );
+
+		this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
+		this.cone.matrixAutoUpdate = false;
+		this.add( this.cone );
+
+		this.setDirection( dir );
+		this.setLength( length, headLength, headWidth );
+
+	}
+
+}() );
+
+THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper;
+
+THREE.ArrowHelper.prototype.setDirection = ( function () {
+
+	var axis = new THREE.Vector3();
+	var radians;
+
+	return function ( dir ) {
+
+		// dir is assumed to be normalized
+
+		if ( dir.y > 0.99999 ) {
+
+			this.quaternion.set( 0, 0, 0, 1 );
+
+		} else if ( dir.y < - 0.99999 ) {
+
+			this.quaternion.set( 1, 0, 0, 0 );
+
+		} else {
+
+			axis.set( dir.z, 0, - dir.x ).normalize();
+
+			radians = Math.acos( dir.y );
+
+			this.quaternion.setFromAxisAngle( axis, radians );
+
+		}
+
+	};
+
+}() );
+
+THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
+
+	if ( headLength === undefined ) headLength = 0.2 * length;
+	if ( headWidth === undefined ) headWidth = 0.2 * headLength;
+
+	this.line.scale.set( 1, length - headLength, 1 );
+	this.line.updateMatrix();
+
+	this.cone.scale.set( headWidth, headLength, headWidth );
+	this.cone.position.y = length;
+	this.cone.updateMatrix();
+
+};
+
+THREE.ArrowHelper.prototype.setColor = function ( color ) {
+
+	this.line.material.color.set( color );
+	this.cone.material.color.set( color );
+
+};
+
+// File:src/extras/helpers/BoxHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BoxHelper = function ( object ) {
+
+	var geometry = new THREE.BufferGeometry();
+	geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
+
+	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
+
+	if ( object !== undefined ) {
+
+		this.update( object );
+
+	}
+
+};
+
+THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.BoxHelper.prototype.constructor = THREE.BoxHelper;
+
+THREE.BoxHelper.prototype.update = function ( object ) {
+
+	var geometry = object.geometry;
+
+	if ( geometry.boundingBox === null ) {
+
+		geometry.computeBoundingBox();
+
+	}
+
+	var min = geometry.boundingBox.min;
+	var max = geometry.boundingBox.max;
+
+	/*
+	  5____4
+	1/___0/|
+	| 6__|_7
+	2/___3/
+
+	0: max.x, max.y, max.z
+	1: min.x, max.y, max.z
+	2: min.x, min.y, max.z
+	3: max.x, min.y, max.z
+	4: max.x, max.y, min.z
+	5: min.x, max.y, min.z
+	6: min.x, min.y, min.z
+	7: max.x, min.y, min.z
+	*/
+
+	var vertices = this.geometry.attributes.position.array;
+
+	vertices[  0 ] = max.x; vertices[  1 ] = max.y; vertices[  2 ] = max.z;
+	vertices[  3 ] = min.x; vertices[  4 ] = max.y; vertices[  5 ] = max.z;
+
+	vertices[  6 ] = min.x; vertices[  7 ] = max.y; vertices[  8 ] = max.z;
+	vertices[  9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
+
+	vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
+	vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
+
+	vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
+	vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
+
+	//
+
+	vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
+	vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
+
+	vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
+	vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
+
+	vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
+	vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
+
+	vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
+	vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
+
+	//
+
+	vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
+	vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
+
+	vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
+	vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
+
+	vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
+	vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
+
+	vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
+	vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
+
+	this.geometry.attributes.position.needsUpdate = true;
+
+	this.geometry.computeBoundingSphere();
+
+	this.matrix = object.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+};
+
+// File:src/extras/helpers/BoundingBoxHelper.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+// a helper to show the world-axis-aligned bounding box for an object
+
+THREE.BoundingBoxHelper = function ( object, hex ) {
+
+	var color = ( hex !== undefined ) ? hex : 0x888888;
+
+	this.object = object;
+
+	this.box = new THREE.Box3();
+
+	THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
+
+};
+
+THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
+THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper;
+
+THREE.BoundingBoxHelper.prototype.update = function () {
+
+	this.box.setFromObject( this.object );
+
+	this.box.size( this.scale );
+
+	this.box.center( this.position );
+
+};
+
+// File:src/extras/helpers/CameraHelper.js
+
+/**
+ * @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 ) {
+
+	var geometry = new THREE.Geometry();
+	var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
+
+	var 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 );
+
+	function addLine( a, b, hex ) {
+
+		addPoint( a, hex );
+		addPoint( b, hex );
+
+	}
+
+	function addPoint( id, hex ) {
+
+		geometry.vertices.push( new THREE.Vector3() );
+		geometry.colors.push( new THREE.Color( hex ) );
+
+		if ( pointMap[ id ] === undefined ) {
+
+			pointMap[ id ] = [];
+
+		}
+
+		pointMap[ id ].push( geometry.vertices.length - 1 );
+
+	}
+
+	THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+	this.camera = camera;
+	this.matrix = camera.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+	this.pointMap = pointMap;
+
+	this.update();
+
+};
+
+THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.CameraHelper.prototype.constructor = THREE.CameraHelper;
+
+THREE.CameraHelper.prototype.update = function () {
+
+	var geometry, pointMap;
+	
+	var vector = new THREE.Vector3();
+	var camera = new THREE.Camera();
+
+	var setPoint = function ( point, x, y, z ) {
+
+		vector.set( x, y, z ).unproject( camera );
+
+		var points = pointMap[ point ];
+
+		if ( points !== undefined ) {
+
+			for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+				geometry.vertices[ points[ i ] ].copy( vector );
+
+			}
+
+		}
+
+	};
+
+	return function () {
+
+		geometry = this.geometry;
+		pointMap = this.pointMap;
+
+		var w = 1, h = 1;
+
+		// we need just camera projection matrix
+		// world matrix must be identity
+
+		camera.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 );
+
+		geometry.verticesNeedUpdate = true;
+
+	};
+
+}();
+
+// File:src/extras/helpers/DirectionalLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.DirectionalLightHelper = function ( light, size ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+	this.light.updateMatrixWorld();
+
+	this.matrix = light.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+	size = size || 1;
+
+	var geometry = new THREE.Geometry();
+	geometry.vertices.push(
+		new THREE.Vector3( - size,   size, 0 ),
+		new THREE.Vector3(   size,   size, 0 ),
+		new THREE.Vector3(   size, - size, 0 ),
+		new THREE.Vector3( - size, - size, 0 ),
+		new THREE.Vector3( - size,   size, 0 )
+	);
+
+	var material = new THREE.LineBasicMaterial( { fog: false } );
+	material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+	this.lightPlane = new THREE.Line( geometry, material );
+	this.add( this.lightPlane );
+
+	geometry = new THREE.Geometry();
+	geometry.vertices.push(
+		new THREE.Vector3(),
+		new THREE.Vector3()
+	);
+
+	material = new THREE.LineBasicMaterial( { fog: false } );
+	material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+	this.targetLine = new THREE.Line( geometry, material );
+	this.add( this.targetLine );
+
+	this.update();
+
+};
+
+THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper;
+
+THREE.DirectionalLightHelper.prototype.dispose = function () {
+
+	this.lightPlane.geometry.dispose();
+	this.lightPlane.material.dispose();
+	this.targetLine.geometry.dispose();
+	this.targetLine.material.dispose();
+};
+
+THREE.DirectionalLightHelper.prototype.update = function () {
+
+	var v1 = new THREE.Vector3();
+	var v2 = new THREE.Vector3();
+	var v3 = new THREE.Vector3();
+
+	return function () {
+
+		v1.setFromMatrixPosition( this.light.matrixWorld );
+		v2.setFromMatrixPosition( this.light.target.matrixWorld );
+		v3.subVectors( v2, v1 );
+
+		this.lightPlane.lookAt( v3 );
+		this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+		this.targetLine.geometry.vertices[ 1 ].copy( v3 );
+		this.targetLine.geometry.verticesNeedUpdate = true;
+		this.targetLine.material.color.copy( this.lightPlane.material.color );
+
+	};
+
+}();
+
+// File:src/extras/helpers/EdgesHelper.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @param object THREE.Mesh whose geometry will be used
+ * @param hex line color
+ * @param thresholdAngle the minimim angle (in degrees),
+ * between the face normals of adjacent faces,
+ * that is required to render an edge. A value of 10 means
+ * an edge is only rendered if the angle is at least 10 degrees.
+ */
+
+THREE.EdgesHelper = function ( object, hex, thresholdAngle ) {
+
+	var color = ( hex !== undefined ) ? hex : 0xffffff;
+	thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
+
+	var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) );
+
+	var edge = [ 0, 0 ], hash = {};
+	var sortFunction = function ( a, b ) { return a - b };
+
+	var keys = [ 'a', 'b', 'c' ];
+	var geometry = new THREE.BufferGeometry();
+
+	var geometry2;
+
+	if ( object.geometry instanceof THREE.BufferGeometry ) {
+
+		geometry2 = new THREE.Geometry();
+		geometry2.fromBufferGeometry( object.geometry );
+
+	} else {
+
+		geometry2 = object.geometry.clone();
+
+	}
+
+	geometry2.mergeVertices();
+	geometry2.computeFaceNormals();
+
+	var vertices = geometry2.vertices;
+	var faces = geometry2.faces;
+	var numEdges = 0;
+
+	for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+		var face = faces[ i ];
+
+		for ( var j = 0; j < 3; j ++ ) {
+
+			edge[ 0 ] = face[ keys[ j ] ];
+			edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
+			edge.sort( sortFunction );
+
+			var key = edge.toString();
+
+			if ( hash[ key ] === undefined ) {
+
+				hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
+				numEdges ++;
+
+			} else {
+
+				hash[ key ].face2 = i;
+
+			}
+
+		}
+
+	}
+
+	var coords = new Float32Array( numEdges * 2 * 3 );
+
+	var index = 0;
+
+	for ( var key in hash ) {
+
+		var h = hash[ key ];
+
+		if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
+
+			var vertex = vertices[ h.vert1 ];
+			coords[ index ++ ] = vertex.x;
+			coords[ index ++ ] = vertex.y;
+			coords[ index ++ ] = vertex.z;
+
+			vertex = vertices[ h.vert2 ];
+			coords[ index ++ ] = vertex.x;
+			coords[ index ++ ] = vertex.y;
+			coords[ index ++ ] = vertex.z;
+
+		}
+
+	}
+
+	geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
+
+	this.matrix = object.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+};
+
+THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper;
+
+// File:src/extras/helpers/FaceNormalsHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
+
+	this.object = object;
+
+	this.size = ( size !== undefined ) ? size : 1;
+
+	var color = ( hex !== undefined ) ? hex : 0xffff00;
+
+	var width = ( linewidth !== undefined ) ? linewidth : 1;
+
+	var geometry = new THREE.Geometry();
+
+	var faces = this.object.geometry.faces;
+
+	for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+		geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
+
+	}
+
+	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
+
+	this.matrixAutoUpdate = false;
+
+	this.normalMatrix = new THREE.Matrix3();
+
+	this.update();
+
+};
+
+THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper;
+
+THREE.FaceNormalsHelper.prototype.update = function () {
+
+	var vertices = this.geometry.vertices;
+
+	var object = this.object;
+	var objectVertices = object.geometry.vertices;
+	var objectFaces = object.geometry.faces;
+	var objectWorldMatrix = object.matrixWorld;
+
+	object.updateMatrixWorld( true );
+
+	this.normalMatrix.getNormalMatrix( objectWorldMatrix );
+
+	for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
+
+		var face = objectFaces[ i ];
+
+		vertices[ i2 ].copy( objectVertices[ face.a ] )
+			.add( objectVertices[ face.b ] )
+			.add( objectVertices[ face.c ] )
+			.divideScalar( 3 )
+			.applyMatrix4( objectWorldMatrix );
+
+		vertices[ i2 + 1 ].copy( face.normal )
+			.applyMatrix3( this.normalMatrix )
+			.normalize()
+			.multiplyScalar( this.size )
+			.add( vertices[ i2 ] );
+
+	}
+
+	this.geometry.verticesNeedUpdate = true;
+
+	return this;
+
+};
+
+
+// File:src/extras/helpers/GridHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.GridHelper = function ( size, step ) {
+
+	var geometry = new THREE.Geometry();
+	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+	this.color1 = new THREE.Color( 0x444444 );
+	this.color2 = new THREE.Color( 0x888888 );
+
+	for ( var i = - size; i <= size; i += step ) {
+
+		geometry.vertices.push(
+			new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
+			new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
+		);
+
+		var color = i === 0 ? this.color1 : this.color2;
+
+		geometry.colors.push( color, color, color, color );
+
+	}
+
+	THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+};
+
+THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.GridHelper.prototype.constructor = THREE.GridHelper;
+
+THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
+
+	this.color1.set( colorCenterLine );
+	this.color2.set( colorGrid );
+
+	this.geometry.colorsNeedUpdate = true;
+
+}
+
+// File:src/extras/helpers/HemisphereLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.HemisphereLightHelper = function ( light, sphereSize ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+	this.light.updateMatrixWorld();
+
+	this.matrix = light.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+	this.colors = [ new THREE.Color(), new THREE.Color() ];
+
+	var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+	geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
+
+	for ( var i = 0, il = 8; i < il; i ++ ) {
+
+		geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
+
+	}
+
+	var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
+
+	this.lightSphere = new THREE.Mesh( geometry, material );
+	this.add( this.lightSphere );
+
+	this.update();
+
+};
+
+THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.HemisphereLightHelper.prototype.constructor = THREE.HemisphereLightHelper;
+
+THREE.HemisphereLightHelper.prototype.dispose = function () {
+	this.lightSphere.geometry.dispose();
+	this.lightSphere.material.dispose();
+};
+
+THREE.HemisphereLightHelper.prototype.update = function () {
+
+	var vector = new THREE.Vector3();
+
+	return function () {
+
+		this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
+		this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
+
+		this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
+		this.lightSphere.geometry.colorsNeedUpdate = true;
+
+	}
+
+}();
+
+// File:src/extras/helpers/PointLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLightHelper = function ( light, sphereSize ) {
+
+	this.light = light;
+	this.light.updateMatrixWorld();
+
+	var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+	var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
+	material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+	THREE.Mesh.call( this, geometry, material );
+
+	this.matrix = this.light.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+	/*
+	var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
+	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
+
+	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+	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.lightDistance );
+	*/
+
+};
+
+THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
+THREE.PointLightHelper.prototype.constructor = THREE.PointLightHelper;
+
+THREE.PointLightHelper.prototype.dispose = function () {
+
+	this.geometry.dispose();
+	this.material.dispose();
+};
+
+THREE.PointLightHelper.prototype.update = function () {
+
+	this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+	/*
+	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 );
+
+	}
+	*/
+
+};
+
+// File:src/extras/helpers/SkeletonHelper.js
+
+/**
+ * @author Sean Griffin / http://twitter.com/sgrif
+ * @author Michael Guerrero / http://realitymeltdown.com
+ * @author mrdoob / http://mrdoob.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.SkeletonHelper = function ( object ) {
+
+	this.bones = this.getBoneList( object );
+
+	var geometry = new THREE.Geometry();
+
+	for ( var i = 0; i < this.bones.length; i ++ ) {
+
+		var bone = this.bones[ i ];
+
+		if ( bone.parent instanceof THREE.Bone ) {
+
+			geometry.vertices.push( new THREE.Vector3() );
+			geometry.vertices.push( new THREE.Vector3() );
+			geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
+			geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
+
+		}
+
+	}
+
+	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
+
+	THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+	this.root = object;
+
+	this.matrix = object.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+	this.update();
+
+};
+
+
+THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper;
+
+THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
+
+	var boneList = [];
+
+	if ( object instanceof THREE.Bone ) {
+
+		boneList.push( object );
+
+	}
+
+	for ( var i = 0; i < object.children.length; i ++ ) {
+
+		boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
+
+	}
+
+	return boneList;
+
+};
+
+THREE.SkeletonHelper.prototype.update = function () {
+
+	var geometry = this.geometry;
+
+	var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
+
+	var boneMatrix = new THREE.Matrix4();
+
+	var j = 0;
+
+	for ( var i = 0; i < this.bones.length; i ++ ) {
+
+		var bone = this.bones[ i ];
+
+		if ( bone.parent instanceof THREE.Bone ) {
+
+			boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
+			geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
+
+			boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
+			geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
+
+			j += 2;
+
+		}
+
+	}
+
+	geometry.verticesNeedUpdate = true;
+
+	geometry.computeBoundingSphere();
+
+};
+
+// File:src/extras/helpers/SpotLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.SpotLightHelper = function ( light ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+	this.light.updateMatrixWorld();
+
+	this.matrix = light.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+	var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
+
+	geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
+	geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
+
+	var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
+
+	this.cone = new THREE.Mesh( geometry, material );
+	this.add( this.cone );
+
+	this.update();
+
+};
+
+THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.SpotLightHelper.prototype.constructor = THREE.SpotLightHelper;
+
+THREE.SpotLightHelper.prototype.dispose = function () {
+	this.cone.geometry.dispose();
+	this.cone.material.dispose();
+};
+
+THREE.SpotLightHelper.prototype.update = function () {
+
+	var vector = new THREE.Vector3();
+	var vector2 = new THREE.Vector3();
+
+	return function () {
+
+		var coneLength = this.light.distance ? this.light.distance : 10000;
+		var coneWidth = coneLength * Math.tan( this.light.angle );
+
+		this.cone.scale.set( coneWidth, coneWidth, coneLength );
+
+		vector.setFromMatrixPosition( this.light.matrixWorld );
+		vector2.setFromMatrixPosition( this.light.target.matrixWorld );
+
+		this.cone.lookAt( vector2.sub( vector ) );
+
+		this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+	};
+
+}();
+
+// File:src/extras/helpers/VertexNormalsHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
+
+	this.object = object;
+
+	this.size = ( size !== undefined ) ? size : 1;
+
+	var color = ( hex !== undefined ) ? hex : 0xff0000;
+
+	var width = ( linewidth !== undefined ) ? linewidth : 1;
+
+	var geometry = new THREE.Geometry();
+
+	var faces = object.geometry.faces;
+
+	for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+		var face = faces[ i ];
+
+		for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+			geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
+
+		}
+
+	}
+
+	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
+
+	this.matrixAutoUpdate = false;
+
+	this.normalMatrix = new THREE.Matrix3();
+
+	this.update();
+
+};
+
+THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper;
+
+THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
+
+	var v1 = new THREE.Vector3();
+
+	return function( object ) {
+
+		var keys = [ 'a', 'b', 'c', 'd' ];
+
+		this.object.updateMatrixWorld( true );
+
+		this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
+
+		var vertices = this.geometry.vertices;
+
+		var verts = this.object.geometry.vertices;
+
+		var faces = this.object.geometry.faces;
+
+		var worldMatrix = this.object.matrixWorld;
+
+		var idx = 0;
+
+		for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+			var face = faces[ i ];
+
+			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+				var vertexId = face[ keys[ j ] ];
+				var vertex = verts[ vertexId ];
+
+				var normal = face.vertexNormals[ j ];
+
+				vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
+
+				v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
+
+				v1.add( vertices[ idx ] );
+				idx = idx + 1;
+
+				vertices[ idx ].copy( v1 );
+				idx = idx + 1;
+
+			}
+
+		}
+
+		this.geometry.verticesNeedUpdate = true;
+
+		return this;
+
+	}
+
+}());
+
+// File:src/extras/helpers/VertexTangentsHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
+
+	this.object = object;
+
+	this.size = ( size !== undefined ) ? size : 1;
+
+	var color = ( hex !== undefined ) ? hex : 0x0000ff;
+
+	var width = ( linewidth !== undefined ) ? linewidth : 1;
+
+	var geometry = new THREE.Geometry();
+
+	var faces = object.geometry.faces;
+
+	for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+		var face = faces[ i ];
+
+		for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
+
+			geometry.vertices.push( new THREE.Vector3() );
+			geometry.vertices.push( new THREE.Vector3() );
+
+		}
+
+	}
+
+	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
+
+	this.matrixAutoUpdate = false;
+
+	this.update();
+
+};
+
+THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.VertexTangentsHelper.prototype.constructor = THREE.VertexTangentsHelper;
+
+THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
+
+	var v1 = new THREE.Vector3();
+
+	return function( object ) {
+
+		var keys = [ 'a', 'b', 'c', 'd' ];
+
+		this.object.updateMatrixWorld( true );
+
+		var vertices = this.geometry.vertices;
+
+		var verts = this.object.geometry.vertices;
+
+		var faces = this.object.geometry.faces;
+
+		var worldMatrix = this.object.matrixWorld;
+
+		var idx = 0;
+
+		for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+			var face = faces[ i ];
+
+			for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
+
+				var vertexId = face[ keys[ j ] ];
+				var vertex = verts[ vertexId ];
+
+				var tangent = face.vertexTangents[ j ];
+
+				vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
+
+				v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
+
+				v1.add( vertices[ idx ] );
+				idx = idx + 1;
+
+				vertices[ idx ].copy( v1 );
+				idx = idx + 1;
+
+			}
+
+		}
+
+		this.geometry.verticesNeedUpdate = true;
+
+		return this;
+
+	}
+
+}());
+
+// File:src/extras/helpers/WireframeHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.WireframeHelper = function ( object, hex ) {
+
+	var color = ( hex !== undefined ) ? hex : 0xffffff;
+
+	var edge = [ 0, 0 ], hash = {};
+	var sortFunction = function ( a, b ) { return a - b };
+
+	var keys = [ 'a', 'b', 'c' ];
+	var geometry = new THREE.BufferGeometry();
+
+	if ( object.geometry instanceof THREE.Geometry ) {
+
+		var vertices = object.geometry.vertices;
+		var faces = object.geometry.faces;
+		var numEdges = 0;
+
+		// allocate maximal size
+		var edges = new Uint32Array( 6 * faces.length );
+
+		for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+			var face = faces[ i ];
+
+			for ( var j = 0; j < 3; j ++ ) {
+
+				edge[ 0 ] = face[ keys[ j ] ];
+				edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
+				edge.sort( sortFunction );
+
+				var key = edge.toString();
+
+				if ( hash[ key ] === undefined ) {
+
+					edges[ 2 * numEdges ] = edge[ 0 ];
+					edges[ 2 * numEdges + 1 ] = edge[ 1 ];
+					hash[ key ] = true;
+					numEdges ++;
+
+				}
+
+			}
+
+		}
+
+		var coords = new Float32Array( numEdges * 2 * 3 );
+
+		for ( var i = 0, l = numEdges; i < l; i ++ ) {
+
+			for ( var j = 0; j < 2; j ++ ) {
+
+				var vertex = vertices[ edges [ 2 * i + j] ];
+
+				var index = 6 * i + 3 * j;
+				coords[ index + 0 ] = vertex.x;
+				coords[ index + 1 ] = vertex.y;
+				coords[ index + 2 ] = vertex.z;
+
+			}
+
+		}
+
+		geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+	} else if ( object.geometry instanceof THREE.BufferGeometry ) {
+
+		if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
+
+			var vertices = object.geometry.attributes.position.array;
+			var indices = object.geometry.attributes.index.array;
+			var drawcalls = object.geometry.drawcalls;
+			var numEdges = 0;
+
+			if ( drawcalls.length === 0 ) {
+
+				drawcalls = [ { count : indices.length, index : 0, start : 0 } ];
+
+			}
+
+			// allocate maximal size
+			var edges = new Uint32Array( 2 * indices.length );
+
+			for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) {
+
+				var start = drawcalls[ o ].start;
+				var count = drawcalls[ o ].count;
+				var index = drawcalls[ o ].index;
+
+				for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+					for ( var j = 0; j < 3; j ++ ) {
+
+						edge[ 0 ] = index + indices[ i + j ];
+						edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
+						edge.sort( sortFunction );
+
+						var key = edge.toString();
+
+						if ( hash[ key ] === undefined ) {
+
+							edges[ 2 * numEdges ] = edge[ 0 ];
+							edges[ 2 * numEdges + 1 ] = edge[ 1 ];
+							hash[ key ] = true;
+							numEdges ++;
+
+						}
+
+					}
+
+				}
+
+			}
+
+			var coords = new Float32Array( numEdges * 2 * 3 );
+
+			for ( var i = 0, l = numEdges; i < l; i ++ ) {
+
+				for ( var j = 0; j < 2; j ++ ) {
+
+					var index = 6 * i + 3 * j;
+					var index2 = 3 * edges[ 2 * i + j];
+					coords[ index + 0 ] = vertices[ index2 ];
+					coords[ index + 1 ] = vertices[ index2 + 1 ];
+					coords[ index + 2 ] = vertices[ index2 + 2 ];
+
+				}
+
+			}
+
+			geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+		} else { // non-indexed BufferGeometry
+
+			var vertices = object.geometry.attributes.position.array;
+			var numEdges = vertices.length / 3;
+			var numTris = numEdges / 3;
+
+			var coords = new Float32Array( numEdges * 2 * 3 );
+
+			for ( var i = 0, l = numTris; i < l; i ++ ) {
+
+				for ( var j = 0; j < 3; j ++ ) {
+
+					var index = 18 * i + 6 * j;
+
+					var index1 = 9 * i + 3 * j;
+					coords[ index + 0 ] = vertices[ index1 ];
+					coords[ index + 1 ] = vertices[ index1 + 1 ];
+					coords[ index + 2 ] = vertices[ index1 + 2 ];
+
+					var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
+					coords[ index + 3 ] = vertices[ index2 ];
+					coords[ index + 4 ] = vertices[ index2 + 1 ];
+					coords[ index + 5 ] = vertices[ index2 + 2 ];
+
+				}
+
+			}
+
+			geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+		}
+
+	}
+
+	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
+
+	this.matrix = object.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+};
+
+THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
+THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper;
+
+// File:src/extras/objects/ImmediateRenderObject.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ImmediateRenderObject = function () {
+
+	THREE.Object3D.call( this );
+
+	this.render = function ( renderCallback ) {};
+
+};
+
+THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
+THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
+
+// File:src/extras/objects/MorphBlendMesh.js
+
+/**
+ * @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.constructor = THREE.MorphBlendMesh;
+
+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 ];
+
+			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 {
+
+		THREE.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );
+
+	}
+
+};
+
+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;
+
+	}
+
+};
+
diff --git a/examples/canvas3d/canvas3d.pro b/examples/canvas3d/canvas3d.pro
index ef545b0c1fb6573ee7998f44fadfa3505c7d79fb..dab4815c01517a38f127efa889ebb84e4aa2f24e 100644
--- a/examples/canvas3d/canvas3d.pro
+++ b/examples/canvas3d/canvas3d.pro
@@ -1,5 +1,3 @@
 TEMPLATE = subdirs
-SUBDIRS += textureandlight \
-           framebuffer \
-           interaction \
-           jsonmodels
+SUBDIRS += canvas3d \
+           threejs
diff --git a/examples/canvas3d/canvas3d/canvas3d.pro b/examples/canvas3d/canvas3d/canvas3d.pro
new file mode 100644
index 0000000000000000000000000000000000000000..ef545b0c1fb6573ee7998f44fadfa3505c7d79fb
--- /dev/null
+++ b/examples/canvas3d/canvas3d/canvas3d.pro
@@ -0,0 +1,5 @@
+TEMPLATE = subdirs
+SUBDIRS += textureandlight \
+           framebuffer \
+           interaction \
+           jsonmodels
diff --git a/examples/canvas3d/framebuffer/doc/images/framebuffer-example.png b/examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.png
similarity index 100%
rename from examples/canvas3d/framebuffer/doc/images/framebuffer-example.png
rename to examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.png
diff --git a/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc b/examples/canvas3d/canvas3d/framebuffer/doc/src/framebuffer.qdoc
similarity index 82%
rename from examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc
rename to examples/canvas3d/canvas3d/framebuffer/doc/src/framebuffer.qdoc
index 91cf8589ccec161574f3e82c538801511e337881..61494961de7259baf84ce92a814492ff0c7d0a9a 100644
--- a/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc
+++ b/examples/canvas3d/canvas3d/framebuffer/doc/src/framebuffer.qdoc
@@ -35,7 +35,7 @@
 ****************************************************************************/
 
 /*!
-    \example framebuffer
+    \example canvas3d/framebuffer
     \since QtCanvas3D 1.0
     \title Framebuffer Example
     \ingroup qtcanvas3d-examples
@@ -56,22 +56,22 @@
     We first define the variables we need for the render-to-texture
     framebuffer:
 
-    \snippet framebuffer/qml/framebuffer/framebuffer.js 0
+    \snippet canvas3d/framebuffer/qml/framebuffer/framebuffer.js 0
 
     Then, in the \c initGL function, we create the framebuffer object:
 
-    \snippet framebuffer/qml/framebuffer/framebuffer.js 1
+    \snippet canvas3d/framebuffer/qml/framebuffer/framebuffer.js 1
 
     \section1 Creating the Texture
 
     After the creation of the framebuffer, we create the texture:
 
-    \snippet framebuffer/qml/framebuffer/framebuffer.js 2
+    \snippet canvas3d/framebuffer/qml/framebuffer/framebuffer.js 2
 
     Then we need to bind the texture as a color attachment, create and bind
     a render buffer, and bind the depth attachment:
 
-    \snippet framebuffer/qml/framebuffer/framebuffer.js 3
+    \snippet canvas3d/framebuffer/qml/framebuffer/framebuffer.js 3
 
     \section1 Rendering into the Framebuffer
 
@@ -79,30 +79,30 @@
     framebuffer. We start by binding the framebuffer object and setting a
     viewport:
 
-    \snippet framebuffer/qml/framebuffer/framebuffer.js 4
+    \snippet canvas3d/framebuffer/qml/framebuffer/framebuffer.js 4
 
     Then, we need to bind the loaded texture we want to use in rendering
     into the framebuffer object:
 
-    \snippet framebuffer/qml/framebuffer/framebuffer.js 5
+    \snippet canvas3d/framebuffer/qml/framebuffer/framebuffer.js 5
 
     And then we can draw the textured cube into the framebuffer:
 
-    \snippet framebuffer/qml/framebuffer/framebuffer.js 6
+    \snippet canvas3d/framebuffer/qml/framebuffer/framebuffer.js 6
 
     \section1 Using the Framebuffer as a Texture
 
     First, we bind the render-to-texture right after drawing, and generate
     mipmaps:
 
-    \snippet framebuffer/qml/framebuffer/framebuffer.js 7
+    \snippet canvas3d/framebuffer/qml/framebuffer/framebuffer.js 7
 
     Then we need to bind the default framebuffer (screen), and set up the
     viewport:
 
-    \snippet framebuffer/qml/framebuffer/framebuffer.js 8
+    \snippet canvas3d/framebuffer/qml/framebuffer/framebuffer.js 8
 
     And finally, we draw the on-screen view:
 
-    \snippet framebuffer/qml/framebuffer/framebuffer.js 9
+    \snippet canvas3d/framebuffer/qml/framebuffer/framebuffer.js 9
  */
diff --git a/examples/canvas3d/framebuffer/framebuffer.pro b/examples/canvas3d/canvas3d/framebuffer/framebuffer.pro
similarity index 84%
rename from examples/canvas3d/framebuffer/framebuffer.pro
rename to examples/canvas3d/canvas3d/framebuffer/framebuffer.pro
index fa3f4423223c6e44f67fcfb11a8d19257b325c33..87908ec39a941f29276b4d047b3386c72dc10cc6 100644
--- a/examples/canvas3d/framebuffer/framebuffer.pro
+++ b/examples/canvas3d/canvas3d/framebuffer/framebuffer.pro
@@ -1,4 +1,4 @@
-!include( ../examples.pri ) {
+!include( ../../../examples.pri ) {
     error( "Couldn't find the examples.pri file!" )
 }
 
diff --git a/examples/canvas3d/framebuffer/framebuffer.qrc b/examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc
similarity index 100%
rename from examples/canvas3d/framebuffer/framebuffer.qrc
rename to examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc
diff --git a/examples/canvas3d/framebuffer/main.cpp b/examples/canvas3d/canvas3d/framebuffer/main.cpp
similarity index 100%
rename from examples/canvas3d/framebuffer/main.cpp
rename to examples/canvas3d/canvas3d/framebuffer/main.cpp
diff --git a/examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
similarity index 89%
rename from examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
rename to examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
index 598014fdaee21918a1c9dd635764e407ecce3985..a8ad597e836345e21dde615a4a2a563b14447b44 100644
--- a/examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
+++ b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
@@ -71,7 +71,7 @@ function log(message) {
         console.log(message)
 }
 
-function initGL(canvas, textureLoader) {
+function initializeGL(canvas, textureLoader) {
     canvas3d = canvas
     try {
         // Get the OpenGL context object that represents the API we call
@@ -150,7 +150,7 @@ function initGL(canvas, textureLoader) {
         gl.bindRenderbuffer(gl.RENDERBUFFER, 0);
         gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
     } catch(e) {
-        console.log("initGL FAILURE!");
+        console.log("initializeGL FAILURE!");
         console.log(""+e);
         console.log(""+e.message);
     }
@@ -160,14 +160,14 @@ function degToRad(degrees) {
     return degrees * Math.PI / 180;
 }
 
-function renderGL(canvas) {
+function paintGL(canvas) {
     //! [4]
     // bind the FBO and setup viewport
     gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
     gl.viewport(0, 0, rttWidth, rttHeight);
     //! [4]
 
-    gl.clearColor(0.0, 0.0, 1.0, 1.0);
+    gl.clearColor(0.95, 0.95, 0.95, 1.0);
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 
     //! [5]
@@ -208,7 +208,7 @@ function renderGL(canvas) {
                 canvas.width * canvas.devicePixelRatio,
                 canvas.height * canvas.devicePixelRatio);
     //! [8]
-    gl.clearColor(0.0, 0.0, 0.0, 1.0);
+    gl.clearColor(0.98, 0.98, 0.98, 1.0);
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 
     // Calculate and set matrix uniforms
@@ -232,7 +232,7 @@ function renderGL(canvas) {
     //! [9]
 }
 
-function onCanvasResize(canvas)
+function resizeGL(canvas)
 {
     var pixelRatio = canvas.devicePixelRatio;
     canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
@@ -284,6 +284,7 @@ function initBuffers()
                                         -1.0,  1.0, -1.0
                                        ]),
                 gl.STATIC_DRAW);
+
     gl.enableVertexAttribArray(vertexPositionAttribute);
     gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
 
@@ -303,31 +304,6 @@ function initBuffers()
                   gl.STATIC_DRAW);
     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
 
-    var colors = [
-                [0.0,  1.0,  1.0,  1.0],    // Front face: white
-                [1.0,  0.0,  0.0,  1.0],    // Back face: red
-                [0.0,  1.0,  0.0,  1.0],    // Top face: green
-                [0.0,  0.0,  1.0,  1.0],    // Bottom face: blue
-                [1.0,  1.0,  0.0,  1.0],    // Right face: yellow
-                [1.0,  0.0,  1.0,  1.0]     // Left face: purple
-            ];
-
-    var generatedColors = [];
-    for (var j = 0; j < 6; j++) {
-        var c = colors[j];
-
-        for (var i = 0; i < 4; i++) {
-            generatedColors = generatedColors.concat(c);
-        }
-    }
-    log("        cubeVertexColorBuffer");
-    var cubeVertexColorBuffer = gl.createBuffer();
-    cubeVertexColorBuffer.name = "cubeVertexColorBuffer";
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
-    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(generatedColors), gl.STATIC_DRAW);
-    gl.enableVertexAttribArray(vertexColorAttribute);
-    gl.vertexAttribPointer(vertexColorAttribute, 4, gl.FLOAT, false, 0, 0);
-
     log("        cubeVerticesTextureCoordBuffer");
     var cubeVerticesTextureCoordBuffer = gl.createBuffer();
     cubeVerticesTextureCoordBuffer.name = "cubeVerticesTextureCoordBuffer";
@@ -418,7 +394,6 @@ function initShaders()
     var vertexShader = getShader(gl,
                                  "attribute highp vec3 aVertexNormal;   \
                                   attribute highp vec3 aVertexPosition; \
-                                  attribute mediump vec4 aVertexColor;  \
                                   attribute highp vec2 aTextureCoord;   \
 
                                   uniform highp mat4 uNormalMatrix;     \
@@ -431,26 +406,23 @@ function initShaders()
 
                                   void main(void) {                     \
                                       gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);                      \
-                                      vColor = aVertexColor;                                                                \
                                       vTextureCoord = aTextureCoord;                                                        \
                                       highp vec3 ambientLight = vec3(0.5, 0.5, 0.5);                                        \
-                                      highp vec3 directionalLightColor = vec3(0.75, 0.5, 0.75);                             \
+                                      highp vec3 directionalLightColor = vec3(0.75, 0.75, 0.75);                             \
                                       highp vec3 directionalVector = vec3(0.85, 0.8, 0.75);                                 \
                                       highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);              \
                                       highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);    \
                                       vLighting = ambientLight + (directionalLightColor * directional);                     \
                                   }", gl.VERTEX_SHADER);
     var fragmentShader = getShader(gl,
-                                   "varying mediump vec4 vColor;        \
-                                    varying highp vec2 vTextureCoord;   \
+                                   "varying highp vec2 vTextureCoord;   \
                                     varying highp vec3 vLighting;       \
 
                                     uniform sampler2D uSampler;         \
 
                                     void main(void) {                   \
-                                        mediump vec4 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));  \
-                                        mediump vec3 blendColor = mix(vColor.rgb, texelColor.rgb, texelColor.a);                \
-                                        gl_FragColor = vec4(blendColor * vLighting, 1.0);                                       \
+                                        mediump vec3 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)).rgb;  \
+                                        gl_FragColor = vec4(texelColor * vLighting, 1.0);                                       \
                                     }", gl.FRAGMENT_SHADER);
 
     var shaderProgram = gl.createProgram();
@@ -468,8 +440,6 @@ function initShaders()
     // look up where the vertex data needs to go.
     vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
     gl.enableVertexAttribArray(vertexPositionAttribute);
-    vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
-    gl.enableVertexAttribArray(vertexColorAttribute);
     textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
     gl.enableVertexAttribArray(textureCoordAttribute);
     vertexNormalAttribute =gl.getAttribLocation(shaderProgram, "aVertexNormal");
diff --git a/examples/canvas3d/framebuffer/qml/framebuffer/main.qml b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml
similarity index 97%
rename from examples/canvas3d/framebuffer/qml/framebuffer/main.qml
rename to examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml
index b70d644718bfb5328e446a8207add5546071c265..221cd02de663b93d623df1e8733d872d0c7eab7e 100644
--- a/examples/canvas3d/framebuffer/qml/framebuffer/main.qml
+++ b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml
@@ -59,17 +59,17 @@ Item {
         property bool isRunning: true
 
         // Emitted when one time initializations should happen
-        onInitGL: {
-            GLCode.initGL(canvas3d);
+        onInitializeGL: {
+            GLCode.initializeGL(canvas3d);
         }
 
         // Emitted each time Canvas3D is ready for a new frame
-        onRenderGL: {
-            GLCode.renderGL(canvas3d);
+        onPaintGL: {
+            GLCode.paintGL(canvas3d);
         }
 
         onResizeGL: {
-            GLCode.onCanvasResize(canvas3d);
+            GLCode.resizeGL(canvas3d);
         }
 
         Keys.onSpacePressed: {
diff --git a/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/qtlogo.png b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/qtlogo.png
new file mode 100644
index 0000000000000000000000000000000000000000..f7276e2b9925b3a732bc0e28d1e1b36c7b6ed30b
Binary files /dev/null and b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/qtlogo.png differ
diff --git a/examples/canvas3d/interaction/3dmodels.txt b/examples/canvas3d/canvas3d/interaction/3dmodels.txt
similarity index 100%
rename from examples/canvas3d/interaction/3dmodels.txt
rename to examples/canvas3d/canvas3d/interaction/3dmodels.txt
diff --git a/examples/canvas3d/interaction/doc/images/interaction-example.png b/examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.png
similarity index 100%
rename from examples/canvas3d/interaction/doc/images/interaction-example.png
rename to examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.png
diff --git a/examples/canvas3d/interaction/doc/src/interaction.qdoc b/examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc
similarity index 83%
rename from examples/canvas3d/interaction/doc/src/interaction.qdoc
rename to examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc
index 76cf3513ffb008851d0eed2d54f0767a0a4b73b2..fba02683ab912ba8f76d7cbcfd1f015ec046e107 100644
--- a/examples/canvas3d/interaction/doc/src/interaction.qdoc
+++ b/examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc
@@ -35,7 +35,7 @@
 ****************************************************************************/
 
 /*!
-    \example interaction
+    \example canvas3d/interaction
     \since QtCanvas3D 1.0
     \title Interaction Example
     \ingroup qtcanvas3d-examples
@@ -51,35 +51,35 @@
 
     First, we need to import Qt Quick Controls and Layouts:
 
-    \snippet interaction/qml/interaction/main.qml 0
+    \snippet canvas3d/interaction/qml/interaction/main.qml 0
 
     Then, we add a RowLayout to the main component to easily add the
     controls side-by-side:
 
-    \snippet interaction/qml/interaction/main.qml 1
+    \snippet canvas3d/interaction/qml/interaction/main.qml 1
 
     And then we add three sliders to the layout. Here's the one for
     controlling x axis rotation:
 
-    \snippet interaction/qml/interaction/main.qml 2
+    \snippet canvas3d/interaction/qml/interaction/main.qml 2
 
     \section1 Interaction
 
     First we need to define some properties in the Canvas3D for the
     rotations:
 
-    \snippet interaction/qml/interaction/main.qml 3
+    \snippet canvas3d/interaction/qml/interaction/main.qml 3
 
     The \c onValueChanged signal handlers of the \l[QML]{Slider} components
     are connected to the above properties. Here's the connection in x rotation
     slider as an example:
 
-    \snippet interaction/qml/interaction/main.qml 4
+    \snippet canvas3d/interaction/qml/interaction/main.qml 4
 
     Then, on the JavaScript side, we just use the Canvas3D properties directly
     when setting the modelview matrix rotations:
 
-    \snippet interaction/qml/interaction/interaction.js 0
+    \snippet canvas3d/interaction/qml/interaction/interaction.js 0
 
     \section1 Drawing in Three Ways
 
@@ -87,9 +87,9 @@
     drawing the same object multiple times. Only in this case, we use a
     different drawing mode for each:
 
-    \snippet interaction/qml/interaction/interaction.js 1
+    \snippet canvas3d/interaction/qml/interaction/interaction.js 1
     \dots 0
-    \snippet interaction/qml/interaction/interaction.js 2
+    \snippet canvas3d/interaction/qml/interaction/interaction.js 2
     \dots 0
-    \snippet interaction/qml/interaction/interaction.js 3
+    \snippet canvas3d/interaction/qml/interaction/interaction.js 3
  */
diff --git a/examples/canvas3d/interaction/interaction.pro b/examples/canvas3d/canvas3d/interaction/interaction.pro
similarity index 84%
rename from examples/canvas3d/interaction/interaction.pro
rename to examples/canvas3d/canvas3d/interaction/interaction.pro
index fb399b9f208bd71b6e6cc5a8e1bc118bfcb2f718..a367e73a87341641cfbb2e95d0e090a6f2e43e44 100644
--- a/examples/canvas3d/interaction/interaction.pro
+++ b/examples/canvas3d/canvas3d/interaction/interaction.pro
@@ -1,4 +1,4 @@
-!include( ../examples.pri ) {
+!include( ../../../examples.pri ) {
     error( "Couldn't find the examples.pri file!" )
 }
 
diff --git a/examples/canvas3d/interaction/interaction.qrc b/examples/canvas3d/canvas3d/interaction/interaction.qrc
similarity index 100%
rename from examples/canvas3d/interaction/interaction.qrc
rename to examples/canvas3d/canvas3d/interaction/interaction.qrc
diff --git a/examples/canvas3d/interaction/main.cpp b/examples/canvas3d/canvas3d/interaction/main.cpp
similarity index 100%
rename from examples/canvas3d/interaction/main.cpp
rename to examples/canvas3d/canvas3d/interaction/main.cpp
diff --git a/examples/canvas3d/interaction/qml/interaction/barrel.jpg b/examples/canvas3d/canvas3d/interaction/qml/interaction/barrel.jpg
similarity index 100%
rename from examples/canvas3d/interaction/qml/interaction/barrel.jpg
rename to examples/canvas3d/canvas3d/interaction/qml/interaction/barrel.jpg
diff --git a/examples/canvas3d/interaction/qml/interaction/barrel.json b/examples/canvas3d/canvas3d/interaction/qml/interaction/barrel.json
similarity index 100%
rename from examples/canvas3d/interaction/qml/interaction/barrel.json
rename to examples/canvas3d/canvas3d/interaction/qml/interaction/barrel.json
diff --git a/examples/canvas3d/interaction/qml/interaction/interaction.js b/examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js
similarity index 98%
rename from examples/canvas3d/interaction/qml/interaction/interaction.js
rename to examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js
index 8f1a2ac0648ec5e9aceddafbddc759240fd7f92b..edd35bec3d46014fe63e1ab64b341a2a45d73bd1 100644
--- a/examples/canvas3d/interaction/qml/interaction/interaction.js
+++ b/examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js
@@ -77,10 +77,10 @@ function Model() {
 
 var theModel = new Model();
 
-function initGL(canvas) {
+function initializeGL(canvas) {
     canvas3d = canvas
     log("*******************************************************************************************")
-    log("initGL ENTER...")
+    log("initializeGL ENTER...")
     try {
         startTime = Date.now();
 
@@ -107,7 +107,7 @@ function initGL(canvas) {
 
         gl.disable(gl.BLEND);
 
-        gl.clearColor(0.0, 0.0, 0.0, 1.0);
+        gl.clearColor(0.98, 0.98, 0.98, 1.0);
         gl.clearDepth(1.0);
 
         // Set viewport
@@ -166,16 +166,16 @@ function initGL(canvas) {
         log("    XMLHttpRequest.send")
         request.send();
 
-        log("...initGL EXIT");
+        log("...initializeGL EXIT");
     } catch(e) {
-        console.log("...initGL FAILURE!");
+        console.log("...initializeGL FAILURE!");
         console.log(""+e);
         console.log(""+e.message);
     }
     log("*******************************************************************************************");
 }
 
-function onCanvasResize(canvas)
+function resizeGL(canvas)
 {
     var pixelRatio = canvas.devicePixelRatio;
     canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
@@ -186,7 +186,7 @@ function onCanvasResize(canvas)
                     canvas.height * canvas.devicePixelRatio);
 }
 
-function renderGL(canvas) {
+function paintGL(canvas) {
     // draw
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 
diff --git a/examples/canvas3d/interaction/qml/interaction/main.qml b/examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml
similarity index 96%
rename from examples/canvas3d/interaction/qml/interaction/main.qml
rename to examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml
index 643ccf8366325abb456ea6b1c8953878533f82e1..7ef628436edaf66804e0305f77a4c2b7cab6edeb 100644
--- a/examples/canvas3d/interaction/qml/interaction/main.qml
+++ b/examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml
@@ -60,17 +60,17 @@ Item {
         //! [3]
 
         // Emitted when one time initializations should happen
-        onInitGL: {
-            GLCode.initGL(canvas3d);
+        onInitializeGL: {
+            GLCode.initializeGL(canvas3d);
         }
 
         // Emitted each time Canvas3D is ready for a new frame
-        onRenderGL: {
-            GLCode.renderGL(canvas3d);
+        onPaintGL: {
+            GLCode.paintGL(canvas3d);
         }
 
         onResizeGL: {
-            GLCode.onCanvasResize(canvas3d);
+            GLCode.resizeGL(canvas3d);
         }
     }
 
diff --git a/examples/canvas3d/interaction/readme.txt b/examples/canvas3d/canvas3d/interaction/readme.txt
similarity index 100%
rename from examples/canvas3d/interaction/readme.txt
rename to examples/canvas3d/canvas3d/interaction/readme.txt
diff --git a/examples/canvas3d/jsonmodels/3dmodels.txt b/examples/canvas3d/canvas3d/jsonmodels/3dmodels.txt
similarity index 100%
rename from examples/canvas3d/jsonmodels/3dmodels.txt
rename to examples/canvas3d/canvas3d/jsonmodels/3dmodels.txt
diff --git a/examples/canvas3d/jsonmodels/bush.json b/examples/canvas3d/canvas3d/jsonmodels/bush.json
similarity index 100%
rename from examples/canvas3d/jsonmodels/bush.json
rename to examples/canvas3d/canvas3d/jsonmodels/bush.json
diff --git a/examples/canvas3d/jsonmodels/bush.png b/examples/canvas3d/canvas3d/jsonmodels/bush.png
similarity index 100%
rename from examples/canvas3d/jsonmodels/bush.png
rename to examples/canvas3d/canvas3d/jsonmodels/bush.png
diff --git a/examples/canvas3d/jsonmodels/doc/images/jsonmodels-example.png b/examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.png
similarity index 100%
rename from examples/canvas3d/jsonmodels/doc/images/jsonmodels-example.png
rename to examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.png
diff --git a/examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc b/examples/canvas3d/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc
similarity index 83%
rename from examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc
rename to examples/canvas3d/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc
index bff22dda6f63de743c1b2c264dc8032099a4ed96..39b6add9c0c46df6d75b41246f5d29d403a7cfab 100644
--- a/examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc
+++ b/examples/canvas3d/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc
@@ -35,7 +35,7 @@
 ****************************************************************************/
 
 /*!
-    \example jsonmodels
+    \example canvas3d/jsonmodels
     \since QtCanvas3D 1.0
     \title JSON Models Example
     \ingroup qtcanvas3d-examples
@@ -47,7 +47,7 @@
 
     The example optionally incorporates some Qt Quick Enterprise Controls,
     which you can switch on by commenting out the \c{#define NO_ENTERPRISE}
-    line in \l{jsonmodels/main.cpp}{main.cpp}. The controls are used to toggle
+    line in \l{canvas3d/jsonmodels/main.cpp}{main.cpp}. The controls are used to toggle
     some optional animations and draw options, as well as displaying camera
     rotations and distance.
 
@@ -58,7 +58,7 @@
     First we include a JSON model parser, which handles parsing the JSON
     models into our internal models:
 
-    \snippet jsonmodels/jsonmodels.js 0
+    \snippet canvas3d/jsonmodels/jsonmodels.js 0
 
     The \c{ThreeJSLoader.js} includes a reimplementation of the JSON parser
     in \c{three.js}, but we will not go into its implementation details.
@@ -67,22 +67,22 @@
 
     First we need to initialize all array buffers for the models:
 
-    \snippet jsonmodels/jsonmodels.js 1
+    \snippet canvas3d/jsonmodels/jsonmodels.js 1
     \dots
 
     Then we request the models to be loaded:
 
-    \snippet jsonmodels/jsonmodels.js 2
+    \snippet canvas3d/jsonmodels/jsonmodels.js 2
     \dots
 
     Then, when the load requests return, we handle the models:
 
-    \snippet jsonmodels/jsonmodels.js 3
+    \snippet canvas3d/jsonmodels/jsonmodels.js 3
     \dots
 
     Each buffer is bound and filled with the data parsed from the json models:
 
-    \snippet jsonmodels/jsonmodels.js 4
+    \snippet canvas3d/jsonmodels/jsonmodels.js 4
 
     \section1 Loading the Textures
 
@@ -91,42 +91,42 @@
     \c imageLoadingFailed signals. In the \c imageLoaded signal
     handlers we create the OpenGL textures:
 
-    \snippet jsonmodels/jsonmodels.js 5
+    \snippet canvas3d/jsonmodels/jsonmodels.js 5
     \dots
 
     \section1 Input Handling
 
     First we add a MouseArea to fill the Canvas3D:
 
-    \snippet jsonmodels/jsonmodels.qml 0
+    \snippet canvas3d/jsonmodels/jsonmodels.qml 0
     \dots
 
     Before adding some functionality on it, we need to add properties to the
     canvas with initial values set:
 
-    \snippet jsonmodels/jsonmodels.qml 1
+    \snippet canvas3d/jsonmodels/jsonmodels.qml 1
 
     After that, we add rotation on mouse movement when the left mouse button
     is pressed:
 
-    \snippet jsonmodels/jsonmodels.qml 2
+    \snippet canvas3d/jsonmodels/jsonmodels.qml 2
 
     We need to keep the previous x and y values to avoid rotation jumping
     when the mouse button is released and pressed again. We store them in
     these properties:
 
-    \snippet jsonmodels/jsonmodels.qml 3
+    \snippet canvas3d/jsonmodels/jsonmodels.qml 3
 
     Then we add zooming by mouse wheel:
 
-    \snippet jsonmodels/jsonmodels.qml 4
+    \snippet canvas3d/jsonmodels/jsonmodels.qml 4
 
     These properties are then used in the JavaScript side when calculating
     eye/camera movement:
 
-    \snippet jsonmodels/jsonmodels.js 7
+    \snippet canvas3d/jsonmodels/jsonmodels.js 7
 
     Converting the rotation values into movement is done as follows:
 
-    \snippet jsonmodels/jsonmodels.js 8
+    \snippet canvas3d/jsonmodels/jsonmodels.js 8
 */
diff --git a/examples/canvas3d/jsonmodels/gold.jpg b/examples/canvas3d/canvas3d/jsonmodels/gold.jpg
similarity index 100%
rename from examples/canvas3d/jsonmodels/gold.jpg
rename to examples/canvas3d/canvas3d/jsonmodels/gold.jpg
diff --git a/examples/canvas3d/jsonmodels/gold.json b/examples/canvas3d/canvas3d/jsonmodels/gold.json
similarity index 100%
rename from examples/canvas3d/jsonmodels/gold.json
rename to examples/canvas3d/canvas3d/jsonmodels/gold.json
diff --git a/examples/canvas3d/jsonmodels/jsonmodels.js b/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.js
similarity index 99%
rename from examples/canvas3d/jsonmodels/jsonmodels.js
rename to examples/canvas3d/canvas3d/jsonmodels/jsonmodels.js
index e8a4425a896d8a87126851a450399185f8f8e95a..e48abd577d84d205e598e34e09b84dd21611ae2d 100644
--- a/examples/canvas3d/jsonmodels/jsonmodels.js
+++ b/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.js
@@ -113,9 +113,9 @@ var modelFour = new Model();
 var modelFive = new Model();
 var stateDumpExt;
 
-function initGL(canvas) {
+function initializeGL(canvas) {
     canvas3d = canvas
-    log("initGL...")
+    log("initializeGL...")
     try {
         gl = canvas.getContext("canvas3d", {depth:true, antialias:true});
         log("   Received context: "+gl);
@@ -164,15 +164,15 @@ function initGL(canvas) {
         // Load JSON models
         loadJSONModels();
 
-        log("...initGL");
+        log("...initializeGL");
     } catch(e) {
-        console.log("...initGL FAILURE!");
+        console.log("...initializeGL FAILURE!");
         console.log(""+e);
         console.log(""+e.message);
     }
 }
 
-function onCanvasResize(canvas)
+function resizeGL(canvas)
 {
     var pixelRatio = canvas.devicePixelRatio;
     canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
@@ -183,7 +183,7 @@ function onCanvasResize(canvas)
                     canvas.height * canvas.devicePixelRatio);
 }
 
-function renderGL(canvas) {
+function paintGL(canvas) {
     // draw
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
 
diff --git a/examples/canvas3d/jsonmodels/jsonmodels.pro b/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.pro
similarity index 80%
rename from examples/canvas3d/jsonmodels/jsonmodels.pro
rename to examples/canvas3d/canvas3d/jsonmodels/jsonmodels.pro
index 8c74705657b66f7205e8983f75710c9a7dff60cf..2a0d4a16eff3b262d9f012c06048a0b7183dbe9b 100644
--- a/examples/canvas3d/jsonmodels/jsonmodels.pro
+++ b/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.pro
@@ -1,4 +1,4 @@
-!include( ../examples.pri ) {
+!include( ../../../examples.pri ) {
     error( "Couldn't find the examples.pri file!" )
 }
 
diff --git a/examples/canvas3d/jsonmodels/jsonmodels.qml b/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.qml
similarity index 98%
rename from examples/canvas3d/jsonmodels/jsonmodels.qml
rename to examples/canvas3d/canvas3d/jsonmodels/jsonmodels.qml
index b6599c20d857cde7266f36c31853805841c51b1a..2cdeeb9eb60ed3da877daf1ec2c49213ddadb205 100644
--- a/examples/canvas3d/jsonmodels/jsonmodels.qml
+++ b/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.qml
@@ -76,16 +76,16 @@ Window {
                 property bool animatingCamera: false
                 property bool drawWireframe: false
 
-                onInitGL: {
-                    GLCode.initGL(canvas3d);
+                onInitializeGL: {
+                    GLCode.initializeGL(canvas3d);
                 }
 
-                onRenderGL: {
-                    GLCode.renderGL(canvas3d);
+                onPaintGL: {
+                    GLCode.paintGL(canvas3d);
                 }
 
                 onResizeGL: {
-                    GLCode.onCanvasResize(canvas3d);
+                    GLCode.resizeGL(canvas3d);
                 }
 
                 //! [0]
diff --git a/examples/canvas3d/jsonmodels/jsonmodelsbasic.qml b/examples/canvas3d/canvas3d/jsonmodels/jsonmodelsbasic.qml
similarity index 97%
rename from examples/canvas3d/jsonmodels/jsonmodelsbasic.qml
rename to examples/canvas3d/canvas3d/jsonmodels/jsonmodelsbasic.qml
index 79a895f4eb8c22af62bcf712cd26737e25996a20..3583131d06646f15cdbd001e480272de907d9e5b 100644
--- a/examples/canvas3d/jsonmodels/jsonmodelsbasic.qml
+++ b/examples/canvas3d/canvas3d/jsonmodels/jsonmodelsbasic.qml
@@ -70,16 +70,16 @@ Window {
                 property bool animatingCamera: false
                 property bool drawWireframe: false
 
-                onInitGL: {
-                    GLCode.initGL(canvas3d);
+                onInitializeGL: {
+                    GLCode.initializeGL(canvas3d);
                 }
 
-                onRenderGL: {
-                    GLCode.renderGL(canvas3d);
+                onPaintGL: {
+                    GLCode.paintGL(canvas3d);
                 }
 
                 onResizeGL: {
-                    GLCode.onCanvasResize(canvas3d);
+                    GLCode.resizeGL(canvas3d);
                 }
 
                 MouseArea {
diff --git a/examples/canvas3d/jsonmodels/main.cpp b/examples/canvas3d/canvas3d/jsonmodels/main.cpp
similarity index 100%
rename from examples/canvas3d/jsonmodels/main.cpp
rename to examples/canvas3d/canvas3d/jsonmodels/main.cpp
diff --git a/examples/canvas3d/jsonmodels/pallet.jpg b/examples/canvas3d/canvas3d/jsonmodels/pallet.jpg
similarity index 100%
rename from examples/canvas3d/jsonmodels/pallet.jpg
rename to examples/canvas3d/canvas3d/jsonmodels/pallet.jpg
diff --git a/examples/canvas3d/jsonmodels/pallet.json b/examples/canvas3d/canvas3d/jsonmodels/pallet.json
similarity index 100%
rename from examples/canvas3d/jsonmodels/pallet.json
rename to examples/canvas3d/canvas3d/jsonmodels/pallet.json
diff --git a/examples/canvas3d/jsonmodels/qml.qrc b/examples/canvas3d/canvas3d/jsonmodels/qml.qrc
similarity index 100%
rename from examples/canvas3d/jsonmodels/qml.qrc
rename to examples/canvas3d/canvas3d/jsonmodels/qml.qrc
diff --git a/examples/canvas3d/jsonmodels/readme.txt b/examples/canvas3d/canvas3d/jsonmodels/readme.txt
similarity index 100%
rename from examples/canvas3d/jsonmodels/readme.txt
rename to examples/canvas3d/canvas3d/jsonmodels/readme.txt
diff --git a/examples/canvas3d/jsonmodels/rock.jpg b/examples/canvas3d/canvas3d/jsonmodels/rock.jpg
similarity index 100%
rename from examples/canvas3d/jsonmodels/rock.jpg
rename to examples/canvas3d/canvas3d/jsonmodels/rock.jpg
diff --git a/examples/canvas3d/jsonmodels/rock.json b/examples/canvas3d/canvas3d/jsonmodels/rock.json
similarity index 100%
rename from examples/canvas3d/jsonmodels/rock.json
rename to examples/canvas3d/canvas3d/jsonmodels/rock.json
diff --git a/examples/canvas3d/jsonmodels/woodbox.jpg b/examples/canvas3d/canvas3d/jsonmodels/woodbox.jpg
similarity index 100%
rename from examples/canvas3d/jsonmodels/woodbox.jpg
rename to examples/canvas3d/canvas3d/jsonmodels/woodbox.jpg
diff --git a/examples/canvas3d/jsonmodels/woodbox.json b/examples/canvas3d/canvas3d/jsonmodels/woodbox.json
similarity index 100%
rename from examples/canvas3d/jsonmodels/woodbox.json
rename to examples/canvas3d/canvas3d/jsonmodels/woodbox.json
diff --git a/examples/canvas3d/textureandlight/doc/images/textureandlight-example.png b/examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.png
similarity index 100%
rename from examples/canvas3d/textureandlight/doc/images/textureandlight-example.png
rename to examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.png
diff --git a/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc b/examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc
similarity index 76%
rename from examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc
rename to examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc
index f92dd249ba30d9d29578842232e14d50f61b5dab..3c7a644106e6c8d464799a4de9c3deb62bba85a9 100644
--- a/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc
+++ b/examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc
@@ -35,7 +35,7 @@
 ****************************************************************************/
 
 /*!
-    \example textureandlight
+    \example canvas3d/textureandlight
     \since QtCanvas3D 1.0
     \title Lit and Textured Cube Example
     \ingroup qtcanvas3d-examples
@@ -50,22 +50,22 @@
 
     \section2 Creating Canvas3D
 
-    In \l{textureandlight/qml/textureandlight/main.qml}{main.qml}, we add a
+    In \l{canvas3d/textureandlight/qml/textureandlight/main.qml}{main.qml}, we add a
     Canvas3D under the root \c Item:
 
-    \snippet textureandlight/qml/textureandlight/main.qml 0
+    \snippet canvas3d/textureandlight/qml/textureandlight/main.qml 0
     \dots
 
     Inside it, we catch the \c initGL and \c renderGL signals to forward the
     initialization and rendering calls to the js object:
 
-    \snippet textureandlight/qml/textureandlight/main.qml 1
+    \snippet canvas3d/textureandlight/qml/textureandlight/main.qml 1
 
     \section2 Importing the JavaScript File
 
     We import the JavaScript file in the QML:
 
-    \snippet textureandlight/qml/textureandlight/main.qml 4
+    \snippet canvas3d/textureandlight/qml/textureandlight/main.qml 4
 
     In the \c initGL function of the JavaScript, we initialize the OpenGL
     state. We also create the TextureImage and register handlers for image
@@ -76,12 +76,12 @@
 
     \section2 Matrix Library
 
-    In \l {textureandlight/qml/textureandlight/textureandlight.js}
+    In \l {canvas3d/textureandlight/qml/textureandlight/textureandlight.js}
     {textureandlight.js}, we first include a fast matrix library. Using this
     makes it a lot easier to handle 3D math operations such as matrix
     transformations:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 0
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 0
 
     \section2 initGL Function
 
@@ -91,36 +91,36 @@
     First of all, we need to get a Context3D from our Canvas3D. We want
     a context that supports depth buffer and antialising:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 1
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 1
 
     Then we initialize the OpenGL state for the context:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 2
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 2
 
     Next, let's take a look into shader initialization in the
     \c initShaders function, which we call in \c{initGL}. First we define
     the vertex shader:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 3
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 3
 
     We follow that up by defining a fragment shader:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 4
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 4
 
     Then we need to create the shader program (Program3D), attach the shaders
     to it, and then link and use the program:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 5
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 5
 
     And finally, look up and store the vertex attributes and uniform locations:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 6
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 6
 
     After initializing the shader program, we set up the vertex buffer in
     \c initBuffers function. Let's look at the vertex index buffer creation
     as an example:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 7
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 7
 
     Above, first we create the buffer, then bind it and finally insert the
     data into it. Other buffers are all handled in a similar fashion.
@@ -130,7 +130,7 @@
     \c imageLoadingFailed signals. Once the texture image is successfully
     loaded, we create the actual texture:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 8
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 8
 
     \section2 renderGL Function
 
@@ -140,24 +140,24 @@
     First we check if canvas has been resized or if pixel ratio has changed,
     and update the projection matrix if necessary:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 9
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 9
 
     Then we clear the render area using the clear color set in \c{initGL}:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 10
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 10
 
     Next we reset the model view matrix and apply translation and rotations:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 11
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 11
 
     As we have a lit cube, we invert and transpose the model view matrix to
     be used for lighting calculations:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 12
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 12
 
     And finally we draw the cube:
 
-    \snippet textureandlight/qml/textureandlight/textureandlight.js 13
+    \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 13
 
     \section1 Logging
 
@@ -165,5 +165,5 @@
     all Qt Canvas 3D log output with the code shown below. For more on
     Canvas3D's logging features refer to \l {Qt Canvas 3D Logging}.
 
-    \snippet textureandlight/main.cpp 0
+    \snippet canvas3d/textureandlight/main.cpp 0
 */
diff --git a/examples/canvas3d/textureandlight/main.cpp b/examples/canvas3d/canvas3d/textureandlight/main.cpp
similarity index 100%
rename from examples/canvas3d/textureandlight/main.cpp
rename to examples/canvas3d/canvas3d/textureandlight/main.cpp
diff --git a/examples/canvas3d/textureandlight/qml/textureandlight/main.qml b/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/main.qml
similarity index 96%
rename from examples/canvas3d/textureandlight/qml/textureandlight/main.qml
rename to examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/main.qml
index 644ed59ae2848364c1e4ded950b0a9581e0bd30d..cd308bf14806e26c1478c4c29fdcdd1345176eeb 100644
--- a/examples/canvas3d/textureandlight/qml/textureandlight/main.qml
+++ b/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/main.qml
@@ -60,18 +60,18 @@ Item {
 
         //! [1]
         // Emitted when one time initializations should happen
-        onInitGL: {
-            GLCode.initGL(canvas3d);
+        onInitializeGL: {
+            GLCode.initializeGL(canvas3d);
         }
 
         // Emitted each time Canvas3D is ready for a new frame
-        onRenderGL: {
-            GLCode.renderGL(canvas3d);
+        onPaintGL: {
+            GLCode.paintGL(canvas3d);
         }
         //! [1]
 
         onResizeGL: {
-            GLCode.onCanvasResize(canvas3d);
+            GLCode.resizeGL(canvas3d);
         }
 
         Keys.onSpacePressed: {
diff --git a/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/qtlogo.png b/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/qtlogo.png
new file mode 100644
index 0000000000000000000000000000000000000000..f7276e2b9925b3a732bc0e28d1e1b36c7b6ed30b
Binary files /dev/null and b/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/qtlogo.png differ
diff --git a/examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js b/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
similarity index 89%
rename from examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
rename to examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
index 7290210e0c9c79a1c2bf0cfca6c2ea219b5f087a..9be4cefefbc83be5ee30b0a54d2b90226cfaddda 100644
--- a/examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
+++ b/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
@@ -48,7 +48,6 @@ var cubeTexture = 0;
 var vertexPositionAttribute;
 var textureCoordAttribute;
 var vertexNormalAttribute;
-var vertexColorAttribute;
 var mvMatrix = mat4.create();
 var pMatrix  = mat4.create();
 var nMatrix  = mat4.create();
@@ -60,7 +59,7 @@ var height = 0;
 var canvas3d;
 var pixelSize;
 
-function initGL(canvas) {
+function initializeGL(canvas) {
     canvas3d = canvas;
     //! [1]
     // Get the OpenGL context object that represents the API we call
@@ -73,9 +72,9 @@ function initGL(canvas) {
     gl.depthFunc(gl.DEPTH_LESS);
     gl.enable(gl.CULL_FACE);
     gl.cullFace(gl.BACK);
-    gl.clearColor(0.0, 0.0, 0.0, 1.0);
+    gl.clearColor(0.98, 0.98, 0.98, 1.0);
     gl.clearDepth(1.0);
-    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
+    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
     //! [2]
 
     // Set viewport
@@ -87,7 +86,7 @@ function initGL(canvas) {
     // Initialize vertex and color buffers
     initBuffers();
 
-    // Load the Qt logo as texture
+    // Load the textures
     var qtLogoImage = TextureImageFactory.newTexImage();
     //! [8]
     qtLogoImage.imageLoaded.connect(function() {
@@ -116,7 +115,7 @@ function initGL(canvas) {
     qtLogoImage.src = "qrc:/qml/textureandlight/qtlogo.png";
 }
 
-function onCanvasResize(canvas)
+function resizeGL(canvas)
 {
     var pixelRatio = canvas.devicePixelRatio;
     canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
@@ -127,7 +126,7 @@ function degToRad(degrees) {
     return degrees * Math.PI / 180;
 }
 
-function renderGL(canvas) {
+function paintGL(canvas) {
     //! [9]
     var pixelRatio = canvas.devicePixelRatio;
     var currentWidth = canvas.width * pixelRatio;
@@ -228,28 +227,8 @@ function initBuffers()
                   gl.STATIC_DRAW);
     //! [7]
 
-    var cubeVertexColorBuffer = gl.createBuffer();
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
-    var colors = [
-                [0.0,  1.0,  1.0,  1.0],    // Front face: white
-                [1.0,  0.0,  0.0,  1.0],    // Back face: red
-                [0.0,  1.0,  0.0,  1.0],    // Top face: green
-                [0.0,  0.0,  1.0,  1.0],    // Bottom face: blue
-                [1.0,  1.0,  0.0,  1.0],    // Right face: yellow
-                [1.0,  0.0,  1.0,  1.0]     // Left face: purple
-            ];
-    var generatedColors = [];
-    for (var j = 0; j < 6; j++) {
-        var c = colors[j];
-
-        for (var i = 0; i < 4; i++) {
-            generatedColors = generatedColors.concat(c);
-        }
-    }
-    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(generatedColors), gl.STATIC_DRAW);
-    gl.vertexAttribPointer(vertexColorAttribute, 4, gl.FLOAT, false, 0, 0);
-
     var cubeVerticesTextureCoordBuffer = gl.createBuffer();
+    cubeVerticesTextureCoordBuffer.name = "cubeVerticesTextureCoordBuffer";
     gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesTextureCoordBuffer);
     var textureCoordinates = [
                 // Front
@@ -336,7 +315,6 @@ function initShaders()
     var vertexShader = getShader(gl,
                                  "attribute highp vec3 aVertexNormal;    \
                                   attribute highp vec3 aVertexPosition;  \
-                                  attribute mediump vec4 aVertexColor;   \
                                   attribute highp vec2 aTextureCoord;    \
                                                                          \
                                   uniform highp mat4 uNormalMatrix;      \
@@ -349,7 +327,6 @@ function initShaders()
                                                                          \
                                   void main(void) {                      \
                                       gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \
-                                      vColor = aVertexColor;                                           \
                                       vTextureCoord = aTextureCoord;                                   \
                                       highp vec3 ambientLight = vec3(0.5, 0.5, 0.5);                   \
                                       highp vec3 directionalLightColor = vec3(0.75, 0.75, 0.75);       \
@@ -361,16 +338,14 @@ function initShaders()
     //! [3]
     //! [4]
     var fragmentShader = getShader(gl,
-                                   "varying mediump vec4 vColor;       \
-                                    varying highp vec2 vTextureCoord;  \
+                                   "varying highp vec2 vTextureCoord;  \
                                     varying highp vec3 vLighting;      \
                                                                        \
                                     uniform sampler2D uSampler;        \
                                                                        \
                                     void main(void) {                  \
-                                        mediump vec4 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); \
-                                        mediump vec3 blendColor = mix(vColor.rgb, texelColor.rgb, texelColor.a);               \
-                                        gl_FragColor = vec4(blendColor * vLighting, 1.0);                                      \
+                                        mediump vec3 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)).rgb; \
+                                        gl_FragColor = vec4(texelColor * vLighting, 1.0);                                      \
                                     }", gl.FRAGMENT_SHADER);
     //! [4]
     //! [5]
@@ -398,8 +373,6 @@ function initShaders()
     // Look up where the vertex data needs to go
     vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
     gl.enableVertexAttribArray(vertexPositionAttribute);
-    vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
-    gl.enableVertexAttribArray(vertexColorAttribute);
     textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
     gl.enableVertexAttribArray(textureCoordAttribute);
     vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
diff --git a/examples/canvas3d/textureandlight/textureandlight.pro b/examples/canvas3d/canvas3d/textureandlight/textureandlight.pro
similarity index 85%
rename from examples/canvas3d/textureandlight/textureandlight.pro
rename to examples/canvas3d/canvas3d/textureandlight/textureandlight.pro
index 502abaa49a0a6848a22d9a60c3e21be55f5317d0..c8d3c63bfd83c1d329b6a83509d4400b7cc7274d 100644
--- a/examples/canvas3d/textureandlight/textureandlight.pro
+++ b/examples/canvas3d/canvas3d/textureandlight/textureandlight.pro
@@ -1,4 +1,4 @@
-!include( ../examples.pri ) {
+!include( ../../../examples.pri ) {
     error( "Couldn't find the examples.pri file!" )
 }
 
diff --git a/examples/canvas3d/textureandlight/textureandlight.qrc b/examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc
similarity index 100%
rename from examples/canvas3d/textureandlight/textureandlight.qrc
rename to examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc
diff --git a/examples/canvas3d/framebuffer/qml/framebuffer/qtlogo.png b/examples/canvas3d/framebuffer/qml/framebuffer/qtlogo.png
deleted file mode 100644
index 7d3e97eb36e9df80d7d7a4086c8fb8cae68dda68..0000000000000000000000000000000000000000
Binary files a/examples/canvas3d/framebuffer/qml/framebuffer/qtlogo.png and /dev/null differ
diff --git a/examples/canvas3d/textureandlight/qml/textureandlight/qtlogo.png b/examples/canvas3d/textureandlight/qml/textureandlight/qtlogo.png
deleted file mode 100644
index ed609ef8e4c73893b6766d9a6475f8d7d2819e28..0000000000000000000000000000000000000000
Binary files a/examples/canvas3d/textureandlight/qml/textureandlight/qtlogo.png and /dev/null differ
diff --git a/examples/canvas3d/threejs/controls/ControlEventSource.qml b/examples/canvas3d/threejs/controls/ControlEventSource.qml
new file mode 100644
index 0000000000000000000000000000000000000000..8662442868cd0fd00ef17dfc3d6adb44121bf478
--- /dev/null
+++ b/examples/canvas3d/threejs/controls/ControlEventSource.qml
@@ -0,0 +1,142 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+
+// Helper class that makes QtQuick mouse and keyboard events more easier to handle in
+// HTML compatible manner
+Item {
+    id: ctrlEventSource
+
+    property alias cursorShape: inputArea.cursorShape
+
+    signal mouseMove(int x, int y);
+    signal mouseDown(int x, int y, int buttons);
+    signal mouseUp(int x, int y);
+    signal mouseWheel(int x, int y);
+    signal mouseIn();
+    signal mouseOut();
+
+    signal keyDown(var event);
+    signal keyUp(var event);
+
+    function addEventListener(event, handler, ignored)
+    {
+        if (event === 'keydown') {
+            ctrlEventSource.keyDown.connect(handler);
+        } else if (event === 'keyup') {
+            ctrlEventSource.keyUp.connect(handler);
+        } else if (event === 'mousedown') {
+            ctrlEventSource.mouseDown.connect(handler);
+        } else if (event === 'mouseup') {
+            ctrlEventSource.mouseUp.connect(handler);
+        } else if (event === 'mousemove') {
+            ctrlEventSource.mouseMove.connect(handler);
+        } else if (event === 'mousewheel') {
+            ctrlEventSource.mouseWheel.connect(handler);
+        } else if (event === 'mouseout') {
+            ctrlEventSource.mouseOut.connect(handler);
+        } else if (event === 'mouseout') {
+            ctrlEventSource.mouseIn.connect(handler);
+        } else if (event === 'touchstart') {
+        } else if (event === 'touchmove') {
+        } else if (event === 'touchend') {
+        }
+    }
+
+    function removeEventListener(event, handler, ignored)
+    {
+        if (event === 'keydown') {
+            ctrlEventSource.keyDown.disconnect(handler);
+        } else if (event === 'keyup') {
+            ctrlEventSource.keyUp.disconnect(handler);
+        } else if (event === 'mousedown') {
+            ctrlEventSource.mouseDown.disconnect(handler);
+        } else if (event === 'mouseup') {
+            ctrlEventSource.mouseUp.disconnect(handler);
+        } else if (event === 'mousemove') {
+            ctrlEventSource.mouseMove.disconnect(handler);
+        } else if (event === 'mousewheel') {
+            ctrlEventSource.mouseWheel.disconnect(handler);
+        } else if (event === 'mouseout') {
+            ctrlEventSource.mouseOut.disconnect(handler);
+        } else if (event === 'mouseout') {
+            ctrlEventSource.mouseIn.disconnect(handler);
+        } else if (event === 'touchstart') {
+        } else if (event === 'touchmove') {
+        } else if (event === 'touchend') {
+        }
+    }
+
+    MouseArea {
+        id: inputArea
+        anchors.fill: parent
+        hoverEnabled: true
+
+        onPositionChanged: {
+            ctrlEventSource.mouseMove(mouse.x, mouse.y);
+        }
+
+        onPressed: {
+            ctrlEventSource.mouseDown(mouse.x, mouse.y, mouse.buttons);
+        }
+
+        onReleased: {
+            ctrlEventSource.mouseUp(mouse.x, mouse.y);
+        }
+
+        onWheel: {
+            ctrlEventSource.mouseWheel(wheel.angleDelta.x, wheel.angleDelta.y);
+        }
+
+        onEntered: {
+            ctrlEventSource.mouseIn();
+        }
+
+        onExited: {
+            ctrlEventSource.mouseOut();
+        }
+    }
+
+    Keys.onPressed: {
+        ctrlEventSource.keyDown(event);
+    }
+
+    Keys.onReleased: {
+        ctrlEventSource.keyUp(event);
+    }
+}
+
diff --git a/examples/canvas3d/threejs/oneqt/ImageCube.qml b/examples/canvas3d/threejs/oneqt/ImageCube.qml
new file mode 100644
index 0000000000000000000000000000000000000000..4fd5b15ad6a2c0ab19b2e7f23fdbf99b9f3b3e32
--- /dev/null
+++ b/examples/canvas3d/threejs/oneqt/ImageCube.qml
@@ -0,0 +1,127 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+import QtCanvas3D 1.0
+
+import "imagecube.js" as GLCode
+
+Canvas3D {
+    id: cube
+    //! [0]
+    property real xRotation: 0
+    property real yRotation: 0
+    property real zRotation: 0
+    property string image1: ""
+    //! [0]
+    property string image2: ""
+    property string image3: ""
+    property string image4: ""
+    property string image5: ""
+    property string image6: ""
+    state: "image6"
+
+    //! [1]
+    states: [
+
+        State {
+            name: "image1"
+            PropertyChanges { target: cube; xRotation: 0; }
+            PropertyChanges { target: cube; yRotation: Math.PI + Math.PI / 4.0; }
+            PropertyChanges { target: cube; zRotation: 0 }
+        },
+    //! [1]
+        State {
+            name: "image2"
+            PropertyChanges { target: cube; xRotation: 0; }
+            PropertyChanges { target: cube; yRotation: Math.PI * 0.5 + Math.PI / 4.0; }
+            PropertyChanges { target: cube; zRotation: 0 }
+        },
+        State {
+            name: "image3"
+            PropertyChanges { target: cube; xRotation: 0; }
+            PropertyChanges { target: cube; yRotation: 0 + Math.PI / 4.0; }
+            PropertyChanges { target: cube; zRotation: 0 }
+        },
+        State {
+            name: "image4"
+            PropertyChanges { target: cube; xRotation: 0; }
+            PropertyChanges { target: cube; yRotation: -Math.PI * .5 + Math.PI / 4.0; }
+            PropertyChanges { target: cube; zRotation: 0 }
+        },
+        State {
+            name: "image5"
+            PropertyChanges { target: cube; xRotation: Math.PI / 2.0; }
+            PropertyChanges { target: cube; yRotation: 0; }
+            PropertyChanges { target: cube; zRotation: Math.PI / 4.0; }
+        },
+        State {
+            name: "image6"
+            PropertyChanges { target: cube; xRotation: -Math.PI / 2.0; }
+            PropertyChanges { target: cube; yRotation: 0; }
+            PropertyChanges { target: cube; zRotation: -Math.PI / 4.0; }
+        }
+    ]
+
+    //! [2]
+    transitions: [
+        Transition {
+            from: "*"
+            to: "*"
+            NumberAnimation {
+                properties: "xRotation,yRotation,zRotation"
+                easing.type: Easing.InOutCubic
+                duration: 450
+            }
+        }
+    ]
+    //! [2]
+
+    //! [3]
+    onInitializeGL: {
+        GLCode.initializeGL(cube);
+    }
+
+    onPaintGL: {
+        GLCode.paintGL(cube);
+    }
+
+    onResizeGL: {
+        GLCode.onResizeGL(cube);
+    }
+    //! [3]
+}
+
diff --git a/examples/canvas3d/threejs/oneqt/InfoSheet.qml b/examples/canvas3d/threejs/oneqt/InfoSheet.qml
new file mode 100644
index 0000000000000000000000000000000000000000..acd0b9e1ccaa0eadaf66f5e5b3f317fc5333fa66
--- /dev/null
+++ b/examples/canvas3d/threejs/oneqt/InfoSheet.qml
@@ -0,0 +1,131 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+import QtQuick.Layouts 1.1
+
+Item {
+    id: infoSheet
+    anchors.topMargin: 59
+    anchors.leftMargin: 48
+    property alias headingText1: heading1.text
+    property alias headingText2: heading2.text
+    property alias text: description.text
+    state: "hidden"
+
+    states: [
+        State {
+            name: "hidden"
+            when: !visible
+            PropertyChanges { target: heading1; color: "#00000000"; }
+            PropertyChanges { target: heading2; color: "#005caa15"; }
+            PropertyChanges { target: description; color: "#00000000"; }
+            PropertyChanges { target: infoSheet; visible: false; }
+        },
+        State {
+            name: "visible"
+            when: visible
+            PropertyChanges { target: heading1; color: "#FF000000"; }
+            PropertyChanges { target: heading2; color: "#FF5caa15"; }
+            PropertyChanges { target: description; color: "#FF000000"; }
+            PropertyChanges { target: infoSheet; visible: true; }
+        }
+    ]
+
+    transitions: [
+        Transition {
+            from: "visible"
+            to: "hidden"
+            ColorAnimation {
+                properties: "color"
+                easing.type: Easing.InOutCubic
+                duration: 300
+            }
+            PropertyAnimation {
+                properties: "visible"
+                duration: 300
+            }
+        },
+        Transition {
+            from: "hidden"
+            to: "visible"
+            ColorAnimation {
+                properties: "color"
+                easing.type: Easing.InOutCubic
+                duration: 300
+            }
+        }
+    ]
+
+    ColumnLayout {
+        Text {
+            id: heading1
+            text: ""
+            font.family: "Helvetica"
+            font.pixelSize: 3.125 * 16
+            font.weight: Font.Light
+            color: "black"
+
+            Text {
+                id: heading2
+                anchors.top: heading1.top
+                anchors.left: heading1.right
+                text: ""
+                font.family: "Helvetica"
+                font.pixelSize: 3.125 * 16
+                font.weight: Font.Light
+                color: "#5caa15"
+            }
+        }
+
+        Item {
+            id: layoutHelper
+            Layout.minimumHeight: 37
+            Layout.preferredHeight: 37
+            Layout.maximumHeight: 37
+        }
+
+        Text {
+            id: description
+            text: ""
+            font.family: "Helvetica"
+            font.pixelSize: 16
+            font.weight: Font.Light
+            lineHeight: 1.625 * 16
+            lineHeightMode: Text.FixedHeight
+        }
+    }
+}
diff --git a/examples/canvas3d/threejs/oneqt/Navibutton.qml b/examples/canvas3d/threejs/oneqt/Navibutton.qml
new file mode 100644
index 0000000000000000000000000000000000000000..94a85f05c474f012bbf59ff25c66edddf9f01650
--- /dev/null
+++ b/examples/canvas3d/threejs/oneqt/Navibutton.qml
@@ -0,0 +1,137 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+import QtQuick.Layouts 1.1
+
+Text {
+    id: menubarItem
+    text: ""
+    font.family: "Helvetica"
+    font.pixelSize: 1.125 * 16
+    //font.pointSize: 20
+    font.weight: Font.Light
+    color: "#404244"
+    Layout.alignment: Qt.AlignHCenter
+    state: "default"
+    verticalAlignment: Text.AlignVCenter
+    property bool selected: false
+    property string stateSelect: ""
+    property Item stateTarget
+
+    states: [
+        State {
+            name: "default"
+            when: !menubarItem.selected
+            PropertyChanges { target: menubarItem; color: "#404244"; }
+            PropertyChanges { target: selectedHighlight; height: 0; }
+        },
+        State {
+            name: "mouseover"
+            PropertyChanges { target: menubarItem; color: "#5caa15"; }
+            PropertyChanges { target: selectedHighlight; height: 4; }
+        },
+        State {
+            name: "selected"
+            when: menubarItem.selected
+            PropertyChanges { target: menubarItem; color: "#5caa15"; }
+            PropertyChanges { target: selectedHighlight; height: 4; }
+        }
+    ]
+
+    onStateChanged: {
+        if (state == "selected") {
+            menubarItem.stateTarget.state = menubarItem.stateSelect;
+        }
+    }
+
+    transitions: [
+        Transition {
+            from: "*"
+            to: "*"
+            ColorAnimation {
+                properties: "color"
+                easing.type: Easing.InOutCubic
+                duration: 250
+            }
+        }
+    ]
+
+    Rectangle {
+        id: selectedHighlight
+        color: "#7cc54d"
+        width: parent.width
+        anchors.bottom: parent.bottom
+        height: 0
+
+        Behavior on height {
+
+                    NumberAnimation {
+                        easing.type: Easing.InOutCubic
+                        duration: 250
+                    }
+                }
+    }
+
+
+    MouseArea {
+        id: mouseArea1
+        anchors.fill: parent
+        hoverEnabled: true
+
+        onPressed: {
+        }
+
+        onReleased: {
+            if (menubarItem.state == "mouseover") {
+                menubarItem.selected = true;
+            }
+        }
+
+        onEntered: {
+            menubarItem.state = "mouseover";
+        }
+
+        onExited: {
+            if (menubarItem.selected) {
+                menubarItem.state = "selected";
+            } else {
+                menubarItem.state = "default";
+            }
+        }
+    }
+}
+
diff --git a/examples/canvas3d/threejs/oneqt/doc/images/oneqt-example.png b/examples/canvas3d/threejs/oneqt/doc/images/oneqt-example.png
new file mode 100644
index 0000000000000000000000000000000000000000..726cc2eb77157b3879b604a13c004eab90c11664
Binary files /dev/null and b/examples/canvas3d/threejs/oneqt/doc/images/oneqt-example.png differ
diff --git a/examples/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc b/examples/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc
new file mode 100644
index 0000000000000000000000000000000000000000..702b5c00bbffba1e7b77501e95fd1fe79cba17e3
--- /dev/null
+++ b/examples/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc
@@ -0,0 +1,125 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+    \example threejs/oneqt
+    \since QtCanvas3D 1.0
+    \title One Qt Example
+    \ingroup qtcanvas3d-examples
+    \brief Demonstrates combining Qt Quick and three.js based rendering.
+
+    One Qt example demonstrates how to implement an application that combines the use of three.js
+    library based Canvas3D rendering with Qt Quick 2D elements.
+
+    \image oneqt-example.png
+
+    \section1 Qt Quick Implementation
+
+    In \l{threejs/oneqt/oneqt.qml}{oneqt.qml}, we build the 2D content as normally in Qt Quick.
+    Then we add a custom ImageCube element in to the scene as the background element. This custom
+    component fills the whole parent area and handles the painting of the background and the 3D cube
+    for this view.
+
+    \snippet threejs/oneqt/oneqt.qml 0
+    \dots
+
+    The custom component takes six images that it loads and places to the sides of the cube.
+    In addition the component has a state that defines which of these images is visible.
+
+    \section2 The Custom 3D Qt Quick Element
+
+    In \l{threejs/oneqt/ImageCube.qml}{ImageCube.qml}, we define the cube rotation related
+    properties and properties that contain the image file URLs to be loaded for the cube sides.
+
+    \snippet threejs/oneqt/ImageCube.qml 0
+    \dots
+
+    The custom component defines six states, one for each side of the cube along with the x, y and
+    z rotations that must be set to show that face of the cube.
+
+    \snippet threejs/oneqt/ImageCube.qml 1
+    \dots
+
+    We use Qt Quick transitions to animate between the angles to get smooth transitions between
+    different cube orientations.
+
+    \snippet threejs/oneqt/ImageCube.qml 2
+    \dots
+
+    Finally we call the JavaScript code that uses three.js to do the rendering of the cube, calling
+    it on the initializeGL, paintGL and resizeGL signals.
+
+    \snippet threejs/oneqt/ImageCube.qml 3
+
+    \section2 The three.js Code
+
+    In \l{threejs/oneqt/imagecube.js}{imagecube.js}, we start by creating the camera and scene.
+
+    \snippet threejs/oneqt/imagecube.js 0
+    \dots
+
+    Then we start the asynchronous loading of the textures and create a material array for the sides
+    of the cube (note that the cube needs 12 materials as each side consists of two triangles).
+
+    \snippet threejs/oneqt/imagecube.js 1
+    \dots
+
+    We then create the needed geometry as BoxGeometry binding the just created materials to the
+    faces of the cube. We then create a MeshFaceMaterial from the array of materials.
+
+    \snippet threejs/oneqt/imagecube.js 2
+
+    Finally we create the cube mesh from the geometry and material, we position it and add it
+    to the 3D scene.
+
+    \snippet threejs/oneqt/imagecube.js 3
+
+    Next we create and add some lights to the scene. AmbientLight defines the "surrounding light"
+    amount and the directional light is positioned so that it highlights the face of the cube facing
+    directly towards the camera.
+
+    \snippet threejs/oneqt/imagecube.js 6
+
+    Final step in the initialization phase is create the Canvas3D renderer and set the
+    initial size and clear color (color of the background) to the renderer.
+
+    \snippet threejs/oneqt/imagecube.js 4
+
+    When we need to render the scene in response to the paintGL signal from Canvas3D we just copy
+    the current rotation values from the Qt Quick component to the cube mesh in paintGL method.
+
+    \snippet threejs/oneqt/imagecube.js 5
+*/
diff --git a/examples/canvas3d/threejs/oneqt/imagecube.js b/examples/canvas3d/threejs/oneqt/imagecube.js
new file mode 100644
index 0000000000000000000000000000000000000000..666aa0eed2481be1b6698733e568533a6ca048c9
--- /dev/null
+++ b/examples/canvas3d/threejs/oneqt/imagecube.js
@@ -0,0 +1,134 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+Qt.include("three.js")
+
+var camera, scene, renderer;
+var cube;
+var pointLight;
+
+function initializeGL(canvas) {
+    //! [0]
+    camera = new THREE.PerspectiveCamera(50, canvas.width / canvas.height, 1, 2000);
+    camera.position.z = 700;
+
+    scene = new THREE.Scene();
+    //! [0]
+
+    //! [1]
+    // Load textures
+    var textureCase1 = THREE.ImageUtils.loadTexture(canvas.image1);
+    var textureCase2 = THREE.ImageUtils.loadTexture(canvas.image2);
+    var textureCase3 = THREE.ImageUtils.loadTexture(canvas.image3);
+    var textureCase4 = THREE.ImageUtils.loadTexture(canvas.image4);
+    var textureCase5 = THREE.ImageUtils.loadTexture(canvas.image5);
+    var textureCase6 = THREE.ImageUtils.loadTexture(canvas.image6);
+
+    // Materials
+    var materials = [];
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase1 }));
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase1 }));
+    //! [1]
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase3 }));
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase3 }));
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase5 }));
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase5 }));
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase6 }));
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase6 }));
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase4 }));
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase4 }));
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase2 }));
+    materials.push(new THREE.MeshLambertMaterial({ map: textureCase2 }));
+
+
+    // Box geometry to be broken down for MeshFaceMaterial
+    //! [2]
+    var geometry = new THREE.BoxGeometry(200, 200, 200);
+    for (var i = 0, len = geometry.faces.length; i < len; i ++) {
+        geometry.faces[ i ].materialIndex = i;
+    }
+    geometry.materials = materials;
+    var faceMaterial = new THREE.MeshFaceMaterial(materials);
+    //! [2]
+
+    //! [3]
+    cube = new THREE.Mesh(geometry, faceMaterial);
+    cube.position.x = 350;
+    cube.position.y = -130;
+    cube.rotation.x = 0;
+    cube.rotation.y = 0;
+    cube.rotation.z = 0;
+    scene.add(cube);
+    //! [3]
+
+    // Lights
+    //! [6]
+    scene.add(new THREE.AmbientLight(0x444444));
+
+    var directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
+    directionalLight.position.x = -350;
+    directionalLight.position.y = 130;
+    directionalLight.position.z = 700;
+    directionalLight.position.normalize();
+    scene.add(directionalLight);
+    //! [6]
+
+    //! [4]
+    renderer = new THREE.Canvas3DRenderer(
+                { canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio });
+    renderer.setSize(canvas.width, canvas.height);
+    renderer.setClearColor(0xfcfcfc);
+    //! [4]
+}
+
+function onResizeGL(canvas) {
+    if (camera === undefined) return;
+
+    camera.aspect = canvas.width / canvas.height;
+    camera.updateProjectionMatrix();
+
+    renderer.devicePixelRatio = canvas.devicePixelRatio;
+    renderer.setSize(canvas.width, canvas.height);
+}
+
+//! [5]
+function paintGL(canvas) {
+    cube.rotation.x = canvas.xRotation;
+    cube.rotation.y = canvas.yRotation;
+    cube.rotation.z = canvas.zRotation;
+    renderer.render(scene, camera);
+}
+//! [5]
diff --git a/examples/canvas3d/threejs/oneqt/main.cpp b/examples/canvas3d/threejs/oneqt/main.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..112cc20bf6ef3e631d51e33b936a6be8b43289b2
--- /dev/null
+++ b/examples/canvas3d/threejs/oneqt/main.cpp
@@ -0,0 +1,65 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <QtGui/QGuiApplication>
+#include <QtCore/QDir>
+#include <QtQuick/QQuickView>
+#include <QtQml/QQmlEngine>
+
+int main(int argc, char *argv[])
+{
+    QGuiApplication app(argc, argv);
+
+    QQuickView viewer;
+
+    // The following are needed to make examples run without having to install the module
+    // in desktop environments.
+#ifdef Q_OS_WIN
+    QString extraImportPath(QStringLiteral("%1/../../../../%2"));
+#else
+    QString extraImportPath(QStringLiteral("%1/../../../%2"));
+#endif
+    viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
+                                                       QString::fromLatin1("qml")));
+
+    viewer.setSource(QUrl("qrc:/oneqt.qml"));
+
+    viewer.setTitle(QStringLiteral("One Qt"));
+    viewer.setResizeMode(QQuickView::SizeRootObjectToView);
+    viewer.show();
+
+    return app.exec();
+}
diff --git a/examples/canvas3d/threejs/oneqt/oneqt.pro b/examples/canvas3d/threejs/oneqt/oneqt.pro
new file mode 100644
index 0000000000000000000000000000000000000000..08551ae2d129342820bc4c8fb51372c2f87909da
--- /dev/null
+++ b/examples/canvas3d/threejs/oneqt/oneqt.pro
@@ -0,0 +1,17 @@
+!include( ../../../examples.pri ) {
+    error( "Couldn't find the examples.pri file!" )
+}
+
+TEMPLATE = app
+
+QT += qml quick
+
+SOURCES += main.cpp
+
+OTHER_FILES += doc/src/* \
+               doc/images/*
+
+RESOURCES += oneqt.qrc
+
+DISTFILES += \
+    ImageCube.qml
diff --git a/examples/canvas3d/threejs/oneqt/oneqt.qml b/examples/canvas3d/threejs/oneqt/oneqt.qml
new file mode 100644
index 0000000000000000000000000000000000000000..513f60402ddab3aa7912444cd2661182baaa8d7f
--- /dev/null
+++ b/examples/canvas3d/threejs/oneqt/oneqt.qml
@@ -0,0 +1,352 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+import QtCanvas3D 1.0
+import QtQuick.Layouts 1.1
+
+Item {
+    id: mainview
+    width: 1280
+    height: 768
+    visible: true
+    focus: true
+    state: "page6"
+
+    onStateChanged: {
+        if (state == "page1") {
+            imageCube.state="image1";
+            page1Button.selected = true;
+            page2Button.selected = false;
+            page3Button.selected = false;
+            page4Button.selected = false;
+            page5Button.selected = false;
+            page6Button.selected = false;
+            page1.visible = true;
+            page2.visible = false;
+            page4.visible = false;
+            page3.visible = false;
+            page5.visible = false;
+            page6.visible = false;
+        } else if (state == "page2") {
+            imageCube.state="image2";
+            page1Button.selected = false;
+            page2Button.selected = true;
+            page3Button.selected = false;
+            page4Button.selected = false;
+            page5Button.selected = false;
+            page6Button.selected = false;
+            page1.visible = false;
+            page2.visible = true;
+            page4.visible = false;
+            page3.visible = false;
+            page5.visible = false;
+            page6.visible = false;
+        } else if (state == "page3") {
+            imageCube.state="image3";
+            page1Button.selected = false;
+            page2Button.selected = false;
+            page3Button.selected = true;
+            page4Button.selected = false;
+            page5Button.selected = false;
+            page6Button.selected = false;
+            page1.visible = false;
+            page2.visible = false;
+            page3.visible = true;
+            page4.visible = false;
+            page5.visible = false;
+            page6.visible = false;
+        } else if (state == "page4") {
+            imageCube.state="image4";
+            page1Button.selected = false;
+            page2Button.selected = false;
+            page3Button.selected = false;
+            page4Button.selected = true;
+            page5Button.selected = false;
+            page6Button.selected = false;
+            page1.visible = false;
+            page2.visible = false;
+            page3.visible = false;
+            page4.visible = true;
+            page5.visible = false;
+            page6.visible = false;
+        } else if (state == "page5") {
+            imageCube.state="image5";
+            page1Button.selected = false;
+            page2Button.selected = false;
+            page3Button.selected = false;
+            page4Button.selected = false;
+            page5Button.selected = true;
+            page6Button.selected = false;
+            page1.visible = false;
+            page2.visible = false;
+            page3.visible = false;
+            page4.visible = false;
+            page5.visible = true;
+            page6.visible = false;
+        } else if (state == "page6") {
+            imageCube.state="image6";
+            page1Button.selected = false;
+            page2Button.selected = false;
+            page3Button.selected = false;
+            page4Button.selected = false;
+            page5Button.selected = false;
+            page6Button.selected = true;
+            page1.visible = false;
+            page2.visible = false;
+            page3.visible = false;
+            page4.visible = false;
+            page5.visible = false;
+            page6.visible = true;
+        }
+    }
+
+    Keys.onPressed: {
+        if (event.key == Qt.Key_1) state = 'page1';
+        else if (event.key == Qt.Key_2) state = 'page2';
+        else if (event.key == Qt.Key_3) state = 'page3';
+        else if (event.key == Qt.Key_4) state = 'page4';
+        else if (event.key == Qt.Key_5) state = 'page5';
+        else if (event.key == Qt.Key_6) state = 'page6';
+    }
+
+    //! [0]
+    ImageCube {
+        id: imageCube
+        anchors.fill:parent
+        state: "image1"
+        image1: "qrc:/textures/devices.png"
+        image2: "qrc:/textures/iot.png"
+        image3: "qrc:/textures/embedded.png"
+        image4: "qrc:/textures/dataviz.jpg"
+        image5: "qrc:/textures/multiscreen.png"
+        image6: "qrc:/textures/puzzle-pieces.png"
+    }
+    //! [0]
+
+    Rectangle {
+        id: menuBar
+        anchors.top: parent.top
+        width: parent.width
+        height: 52
+        color: "#ffffff"
+        RowLayout {
+            spacing: 28
+
+            Image {
+                id: qtLogo
+                source: "qrc:/textures/qtlogosmall.png"
+                Layout.minimumWidth: 133
+                Layout.minimumHeight:52
+                Layout.preferredWidth: 133
+                Layout.preferredHeight: 52
+                Layout.maximumWidth: 133
+                Layout.maximumHeight: 52
+            }
+
+            Navibutton {
+                id: page1Button
+                text: "Device Creation"
+                stateTarget: mainview
+                stateSelect: "page1"
+                Layout.minimumHeight:52
+                Layout.preferredHeight: 52
+                Layout.maximumHeight: 52
+            }
+
+            Navibutton {
+                id: page2Button
+                text: "IoT"
+                stateTarget: mainview
+                stateSelect: "page2"
+                Layout.minimumHeight:52
+                Layout.preferredHeight: 52
+                Layout.maximumHeight: 52
+            }
+
+            Navibutton {
+                id: page3Button
+                text: "Rapid Development"
+                stateTarget: mainview
+                stateSelect: "page3"
+                Layout.minimumHeight:52
+                Layout.preferredHeight: 52
+                Layout.maximumHeight: 52
+            }
+
+            Navibutton {
+                id: page4Button
+                text: "Modern UX"
+                stateTarget: mainview
+                stateSelect: "page4"
+                Layout.minimumHeight:52
+                Layout.preferredHeight: 52
+                Layout.maximumHeight: 52
+            }
+
+            Navibutton {
+                id: page5Button
+                text: "Cross Platform"
+                stateTarget: mainview
+                stateSelect: "page5"
+                Layout.minimumHeight:52
+                Layout.preferredHeight: 52
+                Layout.maximumHeight: 52
+            }
+
+            Navibutton {
+                id: page6Button
+                text: "In the Box"
+                stateTarget: mainview
+                stateSelect: "page6"
+                Layout.minimumHeight:52
+                Layout.preferredHeight: 52
+                Layout.maximumHeight: 52
+            }
+        }
+    }
+
+    Rectangle {
+        id: separator
+        anchors.top: menuBar.bottom
+        width: parent.width
+        height: 4
+        color: "#e6e6e6"
+    }
+
+    InfoSheet {
+        id: page1
+        width: parent.width
+        anchors.top: separator.bottom
+        anchors.left: parent.left
+        visible: false
+        headingText1: "Easily Create "
+        headingText2: "Powerful & Connected Devices"
+        text: "We believe modern embedded development must include a cross-platform user<br>"+
+              "experience and that your tech strategy should be based on easy creation of<br>"+
+              "connected devices and UIs that run anywhere on any embedded platform including<br>"+
+              "RTOS – making your and your end users’ life easier. With Qt, you can do this and<br>"+
+              "more."
+    }
+
+    InfoSheet {
+        id: page2
+        visible: false
+        width: parent.width
+        anchors.top: separator.bottom
+        anchors.left: parent.left
+        headingText1: "Write & Recycle "
+        headingText2: "Internet of Things"
+        text: "A key focus for us is to help you get your embedded device to market quickly. You<br>"+
+              "can write and recycle Qt application and device UI code to run on all your target<br>"+
+              "devices. You can take your applications everywhere: embedded, desktop and mobile<br>"+
+              "platforms. Qt lets you future-proof your “things” by making them platform<br>"+
+              "independent. Should you want diversity between platforms, like a responsive UI<br>"+
+              "design for different screen sizes, this is simple to implement with Qt, as well."
+
+    }
+
+    InfoSheet {
+        id: page3
+        visible: false
+        width: parent.width
+        anchors.top: separator.bottom
+        anchors.left: parent.left
+
+        headingText1: "Rapid Embedded "
+        headingText2: "Prototyping & Deployment"
+
+        text: "We don’t want you wasting hundreds of man hours just setting up your embedded<br>"+
+              "toolchains. Prototyping on a real device can start immediately upon installation with<br>"+
+              "our fully pre-configured software stack, Boot to Qt. We provide full embedded<br>"+
+              "tooling for direct device deployment, on-device debugging and profiling, and the<br>"+
+              "needed tools to customize your stack."
+    }
+
+    InfoSheet {
+        id: page4
+        visible: false
+        width: parent.width
+        anchors.top: separator.bottom
+        anchors.left: parent.left
+
+        headingText1: "Modern UX with "
+        headingText2: "Top Performance"
+        text: "Your productivity is at the core of what drives us. We made creating embedded<br>"+
+              "devices agile and painless without sacrificing maximum native performance. You get<br>"+
+              "to write your application using high level C++ libraries with no need to worry about<br>"+
+              "nasty platform details. Using Qt Creator IDE and with a variety of UI approaches to<br"+
+              "choose from you can create the optimal UX for your end users."
+    }
+
+    InfoSheet {
+        id: page5
+        visible: false
+        width: parent.width
+        anchors.top: separator.bottom
+        anchors.left: parent.left
+
+        headingText1: "Cross-platform "
+        headingText2: "is Our Specialty"
+        text: "We make cross-platform application development easy. Target all the screens in your<br>"+
+              "end users’ lives. You only need to write and maintain one code base regardless of<br>"+
+              "what kind of and how many target platforms you might have and we’re talking about<br"+
+              "all major operating systems here. No need for separate implementations for<br>"+
+              "different user devices. Qt makes your time-to-market faster, technology strategy<br>"+
+              "simpler and future-proof, consequently reducing costs."
+    }
+
+    InfoSheet {
+        id: page6
+        visible: false
+        width: parent.width
+        anchors.top: separator.bottom
+        anchors.left: parent.left
+
+        headingText1: "What’s in the Box "
+        headingText2: "Everything You Need"
+        text: "Qt combines functionality with productivity. You can amaze your users with stunning<br>"+
+              "UIs and native performance by developing your desktop and multiscreen<br>"+
+              "applications with Qt.<br>"+
+              "<ul>"+
+              "<li>C++ library classes – comprehensive, highly intuitive, and modularized</li>"+
+              "<li>Declarative programming technology – exquisite UI design with Qt Quick</li>"+
+              "<li>Tooling – productive and professional development with Qt Creator IDE</li>"+
+              "</ul><br>"+
+              "Qt saves you development time, adds efficiency and ultimately shortens your<br>"+
+              "time-to-market."
+    }
+}
diff --git a/examples/canvas3d/threejs/oneqt/oneqt.qrc b/examples/canvas3d/threejs/oneqt/oneqt.qrc
new file mode 100644
index 0000000000000000000000000000000000000000..cc44d6d66650e78164c02fcafa6686ca24a1b732
--- /dev/null
+++ b/examples/canvas3d/threejs/oneqt/oneqt.qrc
@@ -0,0 +1,18 @@
+<RCC>
+    <qresource prefix="/">
+        <file alias="three.js">../../3rdparty/three.js</file>
+        <file>oneqt.qml</file>
+        <file>imagecube.js</file>
+        <file>Navibutton.qml</file>
+        <file>InfoSheet.qml</file>
+        <file>textures/qtlogo.png</file>
+        <file>textures/qtlogosmall.png</file>
+        <file>textures/dataviz.jpg</file>
+        <file>textures/devices.png</file>
+        <file>textures/embedded.png</file>
+        <file>textures/iot.png</file>
+        <file>textures/multiscreen.png</file>
+        <file>textures/puzzle-pieces.png</file>
+        <file>ImageCube.qml</file>
+    </qresource>
+</RCC>
diff --git a/examples/canvas3d/threejs/oneqt/textures/dataviz.jpg b/examples/canvas3d/threejs/oneqt/textures/dataviz.jpg
new file mode 100644
index 0000000000000000000000000000000000000000..b680b85533c1d2dac4aaf8b3b90f1293e9569a85
Binary files /dev/null and b/examples/canvas3d/threejs/oneqt/textures/dataviz.jpg differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/devices.png b/examples/canvas3d/threejs/oneqt/textures/devices.png
new file mode 100644
index 0000000000000000000000000000000000000000..6e537a91b9b60a780a3798b7cfa25368db5202fa
Binary files /dev/null and b/examples/canvas3d/threejs/oneqt/textures/devices.png differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/embedded.png b/examples/canvas3d/threejs/oneqt/textures/embedded.png
new file mode 100644
index 0000000000000000000000000000000000000000..cd77ead562c3ff308258075e6fc9d8c189207a2a
Binary files /dev/null and b/examples/canvas3d/threejs/oneqt/textures/embedded.png differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/iot.png b/examples/canvas3d/threejs/oneqt/textures/iot.png
new file mode 100644
index 0000000000000000000000000000000000000000..cab216cf142d9303fcb7cdde3b6d1686c91ae306
Binary files /dev/null and b/examples/canvas3d/threejs/oneqt/textures/iot.png differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/multiscreen.png b/examples/canvas3d/threejs/oneqt/textures/multiscreen.png
new file mode 100644
index 0000000000000000000000000000000000000000..668d65d48fef5a6895addb2294df2d46470f19c6
Binary files /dev/null and b/examples/canvas3d/threejs/oneqt/textures/multiscreen.png differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/puzzle-pieces.png b/examples/canvas3d/threejs/oneqt/textures/puzzle-pieces.png
new file mode 100644
index 0000000000000000000000000000000000000000..95262564cb2342ca60a37a6d002f80259e4e677f
Binary files /dev/null and b/examples/canvas3d/threejs/oneqt/textures/puzzle-pieces.png differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/qtlogo.png b/examples/canvas3d/threejs/oneqt/textures/qtlogo.png
new file mode 100644
index 0000000000000000000000000000000000000000..f7276e2b9925b3a732bc0e28d1e1b36c7b6ed30b
Binary files /dev/null and b/examples/canvas3d/threejs/oneqt/textures/qtlogo.png differ
diff --git a/examples/canvas3d/threejs/oneqt/textures/qtlogosmall.png b/examples/canvas3d/threejs/oneqt/textures/qtlogosmall.png
new file mode 100644
index 0000000000000000000000000000000000000000..7d6772d42d5b80ee8794976791854ac1db4ff695
Binary files /dev/null and b/examples/canvas3d/threejs/oneqt/textures/qtlogosmall.png differ
diff --git a/examples/canvas3d/threejs/threejs.pro b/examples/canvas3d/threejs/threejs.pro
new file mode 100644
index 0000000000000000000000000000000000000000..9576c70e6a12041e5558344cd56f0e7a712acf91
--- /dev/null
+++ b/examples/canvas3d/threejs/threejs.pro
@@ -0,0 +1,2 @@
+TEMPLATE = subdirs
+SUBDIRS += oneqt
diff --git a/examples/canvas3d/examples.pri b/examples/examples.pri
similarity index 80%
rename from examples/canvas3d/examples.pri
rename to examples/examples.pri
index aac7f1f2ea8cc5a43ee4c0ed0ea34d7a25b6246b..e8d906de904236af52f2ed4da6e2112eafb059e1 100644
--- a/examples/canvas3d/examples.pri
+++ b/examples/examples.pri
@@ -1,11 +1,8 @@
 INCLUDEPATH += ../../../include
 
-LIBS += -L$$OUT_PWD/../../../lib
-
 TEMPLATE = app
 
 QT += qml quick
 
-
 target.path = $$[QT_INSTALL_EXAMPLES]/canvas3d/$$TARGET
 INSTALLS += target
diff --git a/examples/examples.pro b/examples/examples.pro
index 1b5dfcf48b931734ac7c782a687665b7ed43ea74..f384c82e27eddab5d8919f23da673cdc187650ed 100644
--- a/examples/examples.pro
+++ b/examples/examples.pro
@@ -1,2 +1,3 @@
 TEMPLATE = subdirs
 SUBDIRS += canvas3d
+
diff --git a/src/imports/qtcanvas3d/canvas3d.cpp b/src/imports/qtcanvas3d/canvas3d.cpp
index 289b00f09ee8beaea37d9be38d7aec503bd2f088..0dd3d74b1a33e42f326bb3793aaba20c0504030d 100644
--- a/src/imports/qtcanvas3d/canvas3d.cpp
+++ b/src/imports/qtcanvas3d/canvas3d.cpp
@@ -66,9 +66,9 @@ Q_LOGGING_CATEGORY(canvas3dglerrors, "qt.canvas3d.glerrors")
  *
  * There are two functions that are called by the Canvas3D implementation:
  * \list
- * \li initGL is emitted before the first frame is rendered, and usually during that you get
+ * \li initializeGL is emitted before the first frame is rendered, and usually during that you get
  * the 3D context and initialize resources to be used later on during the rendering cycle.
- * \li renderGL is emitted for each frame to be rendered, and usually during that you
+ * \li paintGL is emitted for each frame to be rendered, and usually during that you
  * submit 3D rendering calls to draw whatever 3D content you want to be displayed.
  * \endlist
  *
@@ -88,7 +88,7 @@ Canvas::Canvas(QQuickItem *parent):
     m_isFirstRender(true),
     m_fboSize(0, 0),
     m_initializedSize(1, 1),
-    m_maxSize(128,128),
+    m_maxSize(0, 0),
     m_glContext(0),
     m_glContextQt(0),
     m_glContextShare(0),
@@ -99,6 +99,7 @@ Canvas::Canvas(QQuickItem *parent):
     m_isOpenGLES2(false),
     m_isSoftwareRendered(false),
     m_isContextAttribsSet(false),
+    m_resizeGLQueued(false),
     m_antialiasFbo(0),
     m_renderFbo(0),
     m_displayFbo(0),
@@ -107,8 +108,8 @@ Canvas::Canvas(QQuickItem *parent):
 {
     connect(this, &QQuickItem::windowChanged, this, &Canvas::handleWindowChanged);
     connect(this, &Canvas::needRender, this, &Canvas::renderNext, Qt::QueuedConnection);
-    connect(this, &QQuickItem::widthChanged, this, &Canvas::emitResizeGL, Qt::DirectConnection);
-    connect(this, &QQuickItem::heightChanged, this, &Canvas::emitResizeGL, Qt::DirectConnection);
+    connect(this, &QQuickItem::widthChanged, this, &Canvas::queueResizeGL, Qt::DirectConnection);
+    connect(this, &QQuickItem::heightChanged, this, &Canvas::queueResizeGL, Qt::DirectConnection);
     setAntialiasing(false);
 
     // Set contents to false in case we are in qml designer to make component look nice
@@ -122,12 +123,12 @@ Canvas::Canvas(QQuickItem *parent):
 }
 
 /*!
- * \qmlsignal void Canvas::initGL()
+ * \qmlsignal void Canvas::initializeGL()
  * Emitted once when Canvas3D is ready and OpenGL state initialization can be done by the client.
  */
 
 /*!
- * \qmlsignal void Canvas::renderGL()
+ * \qmlsignal void Canvas::paintGL()
  * Emitted each time a new frame should be drawn to Canvas3D. Driven by the QML scenegraph loop.
  */
 
@@ -172,6 +173,64 @@ void Canvas::shutDown()
     m_glContextShare = 0;
 }
 
+/*!
+ * \internal
+ *
+ * Override QQuickItem's setWidth to be able to limit the maximum canvas size to maximum viewport
+ * dimensions.
+ */
+void Canvas::setWidth(int width)
+{
+    int newWidth = width;
+    int maxWidth = m_maxSize.width();
+    if (maxWidth && width > maxWidth) {
+        qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
+                                             << "():"
+                                             << "Maximum width exceeded. Limiting to "
+                                             << maxWidth;
+        newWidth = maxWidth;
+    }
+
+    QQuickItem::setWidth(newWidth);
+}
+
+/*!
+ * \internal
+ */
+int Canvas::width()
+{
+    return QQuickItem::width();
+}
+
+/*!
+ * \internal
+ *
+ * Override QQuickItem's setHeight to be able to limit the maximum canvas size to maximum viewport
+ * dimensions.
+ */
+void Canvas::setHeight(int height)
+{
+    int newHeight = height;
+    int maxHeight = m_maxSize.height();
+    if (maxHeight && height > maxHeight) {
+        qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
+                                             << "():"
+                                             << "Maximum height exceeded. Limiting to "
+                                             << maxHeight;
+        newHeight = maxHeight;
+    }
+
+    QQuickItem::setHeight(newHeight);
+}
+
+/*!
+ * \internal
+ */
+int Canvas::height()
+{
+    return QQuickItem::height();
+}
+
 /*!
  * \qmlproperty float Canvas3D::devicePixelRatio
  * Specifies the ratio between logical pixels (used by the Qt Quick) and actual physical
@@ -243,7 +302,6 @@ QJSValue Canvas::getContext(const QString &type, const QVariantMap &options)
 
         // Ensure ignored attributes are left to their default state
         m_contextAttribs.setPremultipliedAlpha(false);
-        m_contextAttribs.setPreserveDrawingBuffer(false);
         m_contextAttribs.setPreferLowPowerToHighPerformance(false);
         m_contextAttribs.setFailIfMajorPerformanceCaveat(false);
     }
@@ -345,6 +403,31 @@ QJSValue Canvas::getContext(const QString &type, const QVariantMap &options)
 
         // Set the size and create FBOs
         setPixelSize(m_initializedSize);
+        m_displayFbo->bind();
+        glViewport(0, 0,
+                   m_fboSize.width(),
+                   m_fboSize.height());
+        m_renderFbo->bind();
+        glViewport(0, 0,
+                   m_fboSize.width(),
+                   m_fboSize.height());
+
+        // Verify that width and height are not initially too large, in case width and height
+        // were set before getting GL_MAX_VIEWPORT_DIMS
+        if (width() > m_maxSize.width()) {
+            qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
+                                                 << "():"
+                                                 << "Maximum width exceeded. Limiting to "
+                                                 << m_maxSize.width();
+            QQuickItem::setWidth(m_maxSize.width());
+        }
+        if (height() > m_maxSize.height()) {
+            qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
+                                                 << "():"
+                                                 << "Maximum height exceeded. Limiting to "
+                                                 << m_maxSize.height();
+            QQuickItem::setHeight(m_maxSize.height());
+        }
 
         // Create the Context3D
         m_context3D = new CanvasContext(m_glContext, m_offscreenSurface,
@@ -408,7 +491,9 @@ void Canvas::setPixelSize(QSize pixelSize)
 
     m_fboSize = pixelSize;
     createFBOs();
-    emit pixelSizeChanged(pixelSize);
+
+    // Queue the pixel size signal to next repaint cycle and queue repaint
+    queueResizeGL();
     emitNeedRender();
 }
 
@@ -459,16 +544,11 @@ void Canvas::createFBOs()
                                                 m_fboFormat);
 
     // Clear the FBOs to prevent random junk appearing on the screen
+    // Note: Viewport may not be changed automatically
     glClearColor(0,0,0,0);
     m_displayFbo->bind();
-    glViewport(0, 0,
-               m_fboSize.width(),
-               m_fboSize.height());
     glClear(GL_COLOR_BUFFER_BIT);
     m_renderFbo->bind();
-    glViewport(0, 0,
-               m_fboSize.width(),
-               m_fboSize.height());
     glClear(GL_COLOR_BUFFER_BIT);
 
     qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
@@ -571,7 +651,7 @@ void Canvas::updateWindowParameters()
         if (pixelRatio != m_devicePixelRatio) {
             m_devicePixelRatio = pixelRatio;
             emit devicePixelRatioChanged(pixelRatio);
-            emitResizeGL();
+            queueResizeGL();
             win->update();
         }
     }
@@ -582,6 +662,23 @@ void Canvas::updateWindowParameters()
     }
 }
 
+/*!
+ * \internal
+ *
+ * Blits the antialias fbo into the final render fbo.
+ * Returns the final render fbo handle.
+ */
+GLuint Canvas::resolveMSAAFbo()
+{
+    qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
+                                         << " Resolving MSAA from FBO:"
+                                         << m_antialiasFbo->handle()
+                                         << " to FBO:" << m_renderFbo->handle();
+    QOpenGLFramebufferObject::blitFramebuffer(m_renderFbo, m_antialiasFbo);
+
+    return m_renderFbo->handle();
+}
+
 /*!
  * \internal
  */
@@ -747,7 +844,7 @@ void Canvas::renderNext()
         // Allow the JavaScript code to call the getContext() to create the context object and FBOs
         qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
                                              << " Emit inigGL() signal";
-        emit initGL();
+        emit initializeGL();
 
         if (!m_isContextAttribsSet) {
             qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
@@ -768,6 +865,14 @@ void Canvas::renderNext()
     // Bind the correct render target FBO
     bindCurrentRenderTarget();
 
+    // Signal changes in pixel size
+    if (m_resizeGLQueued) {
+        qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
+                                             << " Emit resizeGL() signal";
+        emit resizeGL(int(width()), int(height()), m_devicePixelRatio);
+        m_resizeGLQueued = false;
+    }
+
     // Ensure we have correct clip rect set in the context
     QRect viewport = m_context3D->glViewportRect();
     glViewport(viewport.x(), viewport.y(), viewport.width(), viewport.height());
@@ -788,17 +893,11 @@ void Canvas::renderNext()
 
     // Call render in QML JavaScript side
     qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
-                                         << " Emit renderGL() signal";
-    emit renderGL();
+                                         << " Emit paintGL() signal";
+    emit paintGL();
 
-    // Resolve MSAA
-    if (m_contextAttribs.antialias()) {
-        qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
-                                             << " Resolving MSAA from FBO:"
-                                             << m_antialiasFbo->handle()
-                                             << " to FBO:" << m_renderFbo->handle();
-        QOpenGLFramebufferObject::blitFramebuffer(m_renderFbo, m_antialiasFbo);
-    }
+    if (m_contextAttribs.antialias())
+        resolveMSAAFbo();
 
     // We need to flush the contents to the FBO before posting
     // the texture to the other thread, otherwise, we might
@@ -832,6 +931,20 @@ void Canvas::renderNext()
                                          << m_displayFbo->texture()
                                          << " from FBO:" << m_displayFbo->handle();
 
+    if (m_contextAttribs.preserveDrawingBuffer()) {
+        // Copy the content of display fbo to the render fbo
+        GLint texBinding2D;
+        glGetIntegerv(GL_TEXTURE_BINDING_2D, &texBinding2D);
+
+        m_displayFbo->bind();
+        glBindTexture(GL_TEXTURE_2D, m_renderFbo->texture());
+
+        glCopyTexImage2D(GL_TEXTURE_2D, 0, m_displayFbo->format().internalTextureFormat(),
+                         0, 0, m_fboSize.width(), m_fboSize.height(), 0);
+
+        glBindTexture(GL_TEXTURE_2D, texBinding2D);
+    }
+
     // FBO ids and texture id's have been generated, we can now free the old display FBO
     delete m_oldDisplayFbo;
     m_oldDisplayFbo = 0;
@@ -846,22 +959,11 @@ void Canvas::renderNext()
 /*!
  * \internal
  */
-void Canvas::emitResizeGL()
+void Canvas::queueResizeGL()
 {
     qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__ << "()";
 
-    // Wait until render node has been created
-    if (!m_renderNodeReady) {
-        qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
-                                             << " Render node not ready, returning";
-        return;
-    }
-
-    if (m_glContext) {
-        qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
-                                             << " Emit resizeGL() signal";
-        emit resizeGL(int(width()), int(height()), m_devicePixelRatio);
-    }
+    m_resizeGLQueued = true;
 }
 
 /*!
diff --git a/src/imports/qtcanvas3d/canvas3d_p.h b/src/imports/qtcanvas3d/canvas3d_p.h
index c5dbb4087113ec2858655308b8cf35d4eb551b39..00828699b6a3ab98d842a9eced52d3917575ffb9 100644
--- a/src/imports/qtcanvas3d/canvas3d_p.h
+++ b/src/imports/qtcanvas3d/canvas3d_p.h
@@ -81,6 +81,8 @@ class QT_CANVAS3D_EXPORT Canvas : public QQuickItem, QOpenGLFunctions
     Q_PROPERTY(float devicePixelRatio READ devicePixelRatio NOTIFY devicePixelRatioChanged)
     Q_PROPERTY(uint fps READ fps NOTIFY fpsChanged)
     Q_PROPERTY(QSize pixelSize READ pixelSize WRITE setPixelSize NOTIFY pixelSizeChanged)
+    Q_PROPERTY(int width READ width WRITE setWidth)
+    Q_PROPERTY(int height READ height WRITE setHeight)
 
 public:
     Canvas(QQuickItem *parent = 0);
@@ -91,8 +93,13 @@ public:
     QSize pixelSize();
     void setPixelSize(QSize pixelSize);
     void createFBOs();
+    void setWidth(int width);
+    int width();
+    void setHeight(int height);
+    int height();
 
     void bindCurrentRenderTarget();
+    GLuint resolveMSAAFbo();
 
     uint fps();
 
@@ -104,7 +111,7 @@ public slots:
     void ready();
     void shutDown();
     void renderNext();
-    void emitResizeGL();
+    void queueResizeGL();
     void emitNeedRender();
 
 signals:
@@ -114,8 +121,8 @@ signals:
     void fpsChanged(uint fps);
     void pixelSizeChanged(QSize pixelSize);
 
-    void initGL();
-    void renderGL();
+    void initializeGL();
+    void paintGL();
     void resizeGL(int width, int height, float devicePixelRatio);
 
     void textureReady(int id, const QSize &size, float devicePixelRatio);
@@ -154,6 +161,7 @@ private:
     bool m_runningInDesigner;
     CanvasContextAttributes m_contextAttribs;
     bool m_isContextAttribsSet;
+    bool m_resizeGLQueued;
 
     QOpenGLFramebufferObject *m_antialiasFbo;
     QOpenGLFramebufferObject *m_renderFbo;
diff --git a/src/imports/qtcanvas3d/context3d.cpp b/src/imports/qtcanvas3d/context3d.cpp
index fe2d572be4d630783f76ea11ad750f0c477b7cf2..0b15a556f838524b6b847d204166299b47c5ddfa 100644
--- a/src/imports/qtcanvas3d/context3d.cpp
+++ b/src/imports/qtcanvas3d/context3d.cpp
@@ -430,6 +430,8 @@ void CanvasContext::deleteTexture(QJSValue texture3D)
                                          << ")";
     CanvasTexture *texture = getAsTexture3D(texture3D);
     if (texture) {
+        if (!checkParent(texture, __FUNCTION__))
+            return;
         texture->del();
         logAllGLErrors(__FUNCTION__);
     } else {
@@ -506,7 +508,7 @@ void CanvasContext::bindTexture(glEnums target, QJSValue texture3D)
     else if (target == TEXTURE_CUBE_MAP)
         m_currentTextureCubeMap = texture;
 
-    if (texture) {
+    if (texture && checkParent(texture, __FUNCTION__)) {
         if (!texture->isAlive()) {
             qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
                                                    << ": Trying to bind deleted texture object";
@@ -562,6 +564,18 @@ bool CanvasContext::isValidTextureBound(glEnums target, const QString &funcName)
     return true;
 }
 
+bool CanvasContext::checkParent(QObject *obj, const char *function)
+{
+    if (obj && obj->parent() != this) {
+        m_error |= CANVAS_INVALID_OPERATION;
+        qCWarning(canvas3drendering).nospace() << "Context3D::" << function
+                                               << ":INVALID_OPERATION:"
+                                               << "Object from wrong context";
+        return false;
+    }
+    return true;
+}
+
 /*!
  * \qmlmethod void Context3D::generateMipmap(glEnums target)
  * Generates a complete set of mipmaps for a texture object of the currently active texture unit.
@@ -600,7 +614,7 @@ bool CanvasContext::isTexture(QJSValue anyObject)
                                          << ")";
 
     CanvasTexture *texture = getAsTexture3D(anyObject);
-    if (!texture)
+    if (!texture || !checkParent(texture, __FUNCTION__))
         return false;
 
     return glIsTexture(texture->textureId());
@@ -812,7 +826,7 @@ void CanvasContext::copyTexSubImage2D(glEnums target, int level,
     if (!isValidTextureBound(target, __FUNCTION__))
         return;
 
-    copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
+    glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
     logAllGLErrors(__FUNCTION__);
 }
 
@@ -1476,7 +1490,7 @@ void CanvasContext::bindFramebuffer(glEnums target, QJSValue buffer)
 
     CanvasFrameBuffer *framebuffer = getAsFramebuffer(buffer);
 
-    if (framebuffer)
+    if (framebuffer && checkParent(framebuffer, __FUNCTION__))
         m_currentFramebuffer = framebuffer;
     else
         m_currentFramebuffer = 0;
@@ -1566,6 +1580,8 @@ void CanvasContext::framebufferRenderbuffer(glEnums target, glEnums attachment,
         m_error |= CANVAS_INVALID_OPERATION;
         return;
     }
+    if (!checkParent(renderbuffer, __FUNCTION__))
+        return;
 
     GLuint renderbufferId = renderbuffer ? renderbuffer->id() : 0;
     glFramebufferRenderbuffer(GLenum(target),
@@ -1624,6 +1640,8 @@ void CanvasContext::framebufferTexture2D(glEnums target, glEnums attachment, glE
 
     CanvasTexture *texture = getAsTexture3D(texture3D);
     if (texture) {
+        if (!checkParent(texture, __FUNCTION__))
+            return;
         if (textarget != TEXTURE_2D
                 && textarget != TEXTURE_CUBE_MAP_POSITIVE_X
                 && textarget != TEXTURE_CUBE_MAP_POSITIVE_Y
@@ -1672,7 +1690,7 @@ bool CanvasContext::isFramebuffer(QJSValue anyObject)
 
 
     CanvasFrameBuffer *fbo = getAsFramebuffer(anyObject);
-    if (fbo)
+    if (fbo && checkParent(fbo, __FUNCTION__))
         return glIsFramebuffer(fbo->id());
     else
         return false;
@@ -1714,6 +1732,8 @@ void CanvasContext::deleteFramebuffer(QJSValue buffer)
 
     CanvasFrameBuffer *fbo = getAsFramebuffer(buffer);
     if (fbo) {
+        if (!checkParent(fbo, __FUNCTION__))
+            return;
         fbo->del();
         logAllGLErrors(__FUNCTION__);
     } else {
@@ -1764,7 +1784,7 @@ void CanvasContext::bindRenderbuffer(glEnums target, QJSValue renderbuffer3D)
     }
 
     CanvasRenderBuffer *renderbuffer = getAsRenderbuffer3D(renderbuffer3D);
-    if (renderbuffer) {
+    if (renderbuffer && checkParent(renderbuffer, __FUNCTION__)) {
         m_currentRenderbuffer = renderbuffer;
         glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer->id());
     } else {
@@ -1823,7 +1843,7 @@ bool CanvasContext::isRenderbuffer(QJSValue anyObject)
                                          << ")";
 
     CanvasRenderBuffer *rbo = getAsRenderbuffer3D(anyObject);
-    if (!rbo)
+    if (!rbo || !checkParent(rbo, __FUNCTION__))
         return false;
 
     return glIsRenderbuffer(rbo->id());
@@ -1864,6 +1884,8 @@ void CanvasContext::deleteRenderbuffer(QJSValue renderbuffer3D)
 
     CanvasRenderBuffer *renderbuffer = getAsRenderbuffer3D(renderbuffer3D);
     if (renderbuffer) {
+        if (!checkParent(renderbuffer, __FUNCTION__))
+            return;
         renderbuffer->del();
         logAllGLErrors(__FUNCTION__);
     } else {
@@ -1920,13 +1942,17 @@ QJSValue CanvasContext::createProgram()
 /*!
  * \internal
  */
-bool CanvasContext::isProgram(QJSValue anyObject) const
+bool CanvasContext::isProgram(QJSValue anyObject)
 {
     qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
                                          << "(anyObject:" << anyObject.toString()
                                          << ")";
 
-    return (getAsProgram3D(anyObject) != Q_NULLPTR);
+    CanvasProgram *program = getAsProgram3D(anyObject);
+    if (!program || !checkParent(program, __FUNCTION__))
+        return false;
+
+    return true;
 }
 
 /*!
@@ -1965,6 +1991,8 @@ void CanvasContext::deleteProgram(QJSValue program3D)
     CanvasProgram *program = getAsProgram3D(program3D);
 
     if (program) {
+        if (!checkParent(program, __FUNCTION__))
+            return;
         program->del();
         logAllGLErrors(__FUNCTION__);
     } else {
@@ -2007,6 +2035,9 @@ void CanvasContext::attachShader(QJSValue program3D, QJSValue shader3D)
         return;
     }
 
+    if (!checkParent(program, __FUNCTION__) || !checkParent(shader, __FUNCTION__))
+        return;
+
     program->attach(shader);
     logAllGLErrors(__FUNCTION__);
 }
@@ -2028,7 +2059,7 @@ QVariantList CanvasContext::getAttachedShaders(QJSValue program3D)
 
     CanvasProgram *program = getAsProgram3D(program3D);
 
-    if (!program)
+    if (!program || !checkParent(program, __FUNCTION__))
         return shaderList;
 
     QList<CanvasShader *> shaders = program->attachedShaders();
@@ -2076,6 +2107,9 @@ void CanvasContext::detachShader(QJSValue program3D, QJSValue shader3D)
         return;
     }
 
+    if (!checkParent(program, __FUNCTION__) || !checkParent(shader, __FUNCTION__))
+        return;
+
     program->detach(shader);
     logAllGLErrors(__FUNCTION__);
 }
@@ -2096,7 +2130,7 @@ void CanvasContext::linkProgram(QJSValue program3D)
 
     CanvasProgram *program = getAsProgram3D(program3D);
 
-    if (!program)
+    if (!program || !checkParent(program, __FUNCTION__))
         return;
 
     program->link();
@@ -2457,7 +2491,7 @@ QVariant CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramNam
 
     CanvasProgram *program = getAsProgram3D(program3D);
 
-    if (!program)
+    if (!program || !checkParent(program, __FUNCTION__))
         return 0;
 
     switch(paramName) {
@@ -2533,7 +2567,7 @@ bool CanvasContext::isShader(QJSValue anyObject)
                                          << ")";
 
     CanvasShader *shader3D = getAsShader3D(anyObject);
-    if (!shader3D)
+    if (!shader3D || !checkParent(shader3D, __FUNCTION__))
         return false;
 
     return glIsShader(shader3D->id());
@@ -2573,6 +2607,8 @@ void CanvasContext::deleteShader(QJSValue shader3D)
     CanvasShader *shader = getAsShader3D(shader3D);
 
     if (shader) {
+        if (!checkParent(shader, __FUNCTION__))
+            return;
         shader->del();
         logAllGLErrors(__FUNCTION__);
     } else {
@@ -2612,6 +2648,8 @@ void CanvasContext::shaderSource(QJSValue shader3D, const QString &shaderSource)
                                                << "Invalid shader handle:" << shader3D.toString();
         return;
     }
+    if (!checkParent(shader, __FUNCTION__))
+        return;
 
     shader->setSourceCode(modSource);
     logAllGLErrors(__FUNCTION__);
@@ -2639,6 +2677,8 @@ QJSValue CanvasContext::getShaderSource(QJSValue shader3D)
                                                << "Invalid shader handle:" << shader3D.toString();
         return m_engine->newObject();
     }
+    if (!checkParent(shader, __FUNCTION__))
+        return false;
 
     return QJSValue(QString(shader->qOGLShader()->sourceCode()));
 }
@@ -2663,6 +2703,8 @@ void CanvasContext::compileShader(QJSValue shader3D)
                                                << "Invalid shader handle:" << shader3D.toString();
         return;
     }
+    if (!checkParent(shader, __FUNCTION__))
+        return;
 
     shader->qOGLShader()->compileSourceCode(shader->sourceCode());
     logAllGLErrors(__FUNCTION__);
@@ -2699,7 +2741,7 @@ void CanvasContext::uniform1i(QJSValue location3D, int x)
                                          << ")";
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
 
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     glUniform1i(locationObj->id(), x);
@@ -2722,7 +2764,7 @@ void CanvasContext::uniform1iv(QJSValue location3D, QJSValue array)
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
 
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     // Check if we have a JavaScript array
@@ -2761,7 +2803,7 @@ void CanvasContext::uniform1f(QJSValue location3D, float x)
                                          << ")";
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     glUniform1f(locationObj->id(), x);
@@ -2784,7 +2826,7 @@ void CanvasContext::uniform1fv(QJSValue location3D, QJSValue array)
                                          << ")";
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     // Check if we have a JavaScript array
@@ -2824,7 +2866,7 @@ void CanvasContext::uniform2f(QJSValue location3D, float x, float y)
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
 
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     glUniform2f(locationObj->id(), x, y);
@@ -2846,7 +2888,7 @@ void CanvasContext::uniform2fv(QJSValue location3D, QJSValue array)
                                          << ")";
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     // Check if we have a JavaScript array
@@ -2886,7 +2928,7 @@ void CanvasContext::uniform2i(QJSValue location3D, int x, int y)
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
 
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     glUniform2i(locationObj->id(), x, y);
@@ -2908,7 +2950,7 @@ void CanvasContext::uniform2iv(QJSValue location3D, QJSValue array)
                                          << ")";
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     // Check if we have a JavaScript array
@@ -2949,7 +2991,7 @@ void CanvasContext::uniform3f(QJSValue location3D, float x, float y, float z)
                                          << ")";
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     glUniform3f(locationObj->id(), x, y, z);
@@ -2971,7 +3013,7 @@ void CanvasContext::uniform3fv(QJSValue location3D, QJSValue array)
                                          << ")";
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     // Check if we have a JavaScript array
@@ -3011,7 +3053,7 @@ void CanvasContext::uniform3i(QJSValue location3D, int x, int y, int z)
                                          << ", z:" << z
                                          << ")";
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     glUniform3i(locationObj->id(), x, y, z);
@@ -3033,7 +3075,7 @@ void CanvasContext::uniform3iv(QJSValue location3D, QJSValue array)
                                          << ")";
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     // Check if we have a JavaScript array
@@ -3074,7 +3116,7 @@ void CanvasContext::uniform4f(QJSValue location3D, float x, float y, float z, fl
                                          << ", w:" << w
                                          << ")";
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     glUniform4f(locationObj->id(), x, y, z, w);
@@ -3096,7 +3138,7 @@ void CanvasContext::uniform4fv(QJSValue location3D, QJSValue array)
                                          << ")";
 
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     // Check if we have a JavaScript array
@@ -3137,7 +3179,7 @@ void CanvasContext::uniform4i(QJSValue location3D, int x, int y, int z, int w)
                                          << ", w:" << w
                                          << ")";
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     glUniform4i(locationObj->id(), x, y, z, w);
@@ -3158,7 +3200,7 @@ void CanvasContext::uniform4iv(QJSValue location3D, QJSValue array)
                                          << ", array:" << array.toString()
                                          << ")";
     CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D);
-    if (!locationObj)
+    if (!locationObj || !checkParent(locationObj, __FUNCTION__))
         return;
 
     // Check if we have a JavaScript array
@@ -3551,6 +3593,8 @@ int CanvasContext::getShaderParameter(QJSValue shader3D, glEnums pname)
                                                <<"Invalid shader handle:" << shader3D.toString();
         return 0;
     }
+    if (!checkParent(shader, __FUNCTION__))
+        return 0;
 
     switch (pname) {
     case SHADER_TYPE: {
@@ -3618,6 +3662,8 @@ QJSValue CanvasContext::getUniformLocation(QJSValue program3D, const QString &na
                                                << "WARNING:Invalid Program3D reference " << program;
         return 0;
     }
+    if (!checkParent(program, __FUNCTION__))
+        return 0;
 
     int index = program->uniformLocation(name);
     logAllGLErrors(__FUNCTION__);
@@ -3655,6 +3701,8 @@ int CanvasContext::getAttribLocation(QJSValue program3D, const QString &name)
                                                << ": INVALID Program3D reference " << program;
         return -1;
     } else {
+        if (!checkParent(program, __FUNCTION__))
+            return -1;
         qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
                                              << "(program3D:" << program3D.toString()
                                              << ", name:" << name
@@ -3685,6 +3733,8 @@ void CanvasContext::bindAttribLocation(QJSValue program3D, int index, const QStr
                                                << ": INVALID Program3D reference " << program;
         return;
     }
+    if (!checkParent(program, __FUNCTION__))
+        return;
 
     program->bindAttributeLocation(index, name);
     logAllGLErrors(__FUNCTION__);
@@ -3744,6 +3794,9 @@ void CanvasContext::uniformMatrix2fv(QJSValue location3D, bool transpose, QJSVal
     CanvasUniformLocation *locationObj =
             static_cast<CanvasUniformLocation *>(location3D.toQObject());
 
+    if (!checkParent(locationObj, __FUNCTION__))
+        return;
+
     // Check if we have a JavaScript array
     if (array.isArray()) {
         uniformMatrix2fva(locationObj, transpose, array.toVariant().toList());
@@ -3791,6 +3844,9 @@ void CanvasContext::uniformMatrix3fv(QJSValue location3D, bool transpose, QJSVal
     CanvasUniformLocation *locationObj =
             static_cast<CanvasUniformLocation *>(location3D.toQObject());
 
+    if (!checkParent(locationObj, __FUNCTION__))
+        return;
+
     // Check if we have a JavaScript array
     if (array.isArray()) {
         uniformMatrix3fva(locationObj, transpose, array.toVariant().toList());
@@ -3839,6 +3895,8 @@ void CanvasContext::uniformMatrix4fv(QJSValue location3D, bool transpose, QJSVal
     CanvasUniformLocation *locationObj =
             static_cast<CanvasUniformLocation *>(location3D.toQObject());
 
+    if (!checkParent(locationObj, __FUNCTION__))
+        return;
 
     // Check if we have a JavaScript array
     if (array.isArray()) {
@@ -4285,7 +4343,7 @@ bool CanvasContext::isBuffer(QJSValue anyObject)
                                          << ")";
 
     CanvasBuffer *buffer = getAsBuffer3D(anyObject);
-    if (!buffer)
+    if (!buffer || !checkParent(buffer, __FUNCTION__))
         return false;
 
     return glIsBuffer(buffer->id());
@@ -4326,6 +4384,8 @@ void CanvasContext::deleteBuffer(QJSValue buffer3D)
                                                << buffer3D.toString();
         return;
     }
+    if (!checkParent(bufferObj, __FUNCTION__))
+        return;
 
     m_idToCanvasBufferMap.remove(bufferObj->id());
     bufferObj->del();
@@ -4731,7 +4791,7 @@ QJSValue CanvasContext::getParameter(glEnums pname)
 /*!
  * \internal
  */
-QJSValue CanvasContext::getShaderInfoLog(QJSValue shader3D) const
+QJSValue CanvasContext::getShaderInfoLog(QJSValue shader3D)
 {
     qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
                                          << "(shader3D:" << shader3D.toString()
@@ -4743,6 +4803,8 @@ QJSValue CanvasContext::getShaderInfoLog(QJSValue shader3D) const
                                                << shader3D.toString();
         return m_engine->newObject();
     }
+    if (!checkParent(shader, __FUNCTION__))
+        return m_engine->newObject();
 
     return QJSValue(shader->qOGLShader()->log());
 }
@@ -4754,7 +4816,7 @@ QJSValue CanvasContext::getShaderInfoLog(QJSValue shader3D) const
 /*!
  * \internal
  */
-QJSValue CanvasContext::getProgramInfoLog(QJSValue program3D) const
+QJSValue CanvasContext::getProgramInfoLog(QJSValue program3D)
 {
     qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__
                                          << "(program3D:" << program3D.toString()
@@ -4767,6 +4829,8 @@ QJSValue CanvasContext::getProgramInfoLog(QJSValue program3D) const
                                                << program3D.toString();
         return m_engine->newObject();
     }
+    if (!checkParent(program, __FUNCTION__))
+        return m_engine->newObject();
 
     return QJSValue(program->log());
 }
@@ -4796,7 +4860,7 @@ void CanvasContext::bindBuffer(glEnums target, QJSValue buffer3D)
     }
 
     CanvasBuffer *buffer = getAsBuffer3D(buffer3D);
-    if (buffer) {
+    if (buffer && checkParent(buffer, __FUNCTION__)) {
         if (target == ARRAY_BUFFER) {
             if (buffer->target() == CanvasBuffer::UNINITIALIZED)
                 buffer->setTarget(CanvasBuffer::ARRAY_BUFFER);
@@ -4845,9 +4909,10 @@ void CanvasContext::validateProgram(QJSValue program3D)
                                          << "(program3D:" << program3D.toString() << ")";
 
     CanvasProgram *program = getAsProgram3D(program3D);
-    if (program)
+    if (program && checkParent(program, __FUNCTION__)) {
         program->validateProgram();
-    logAllGLErrors(__FUNCTION__);
+        logAllGLErrors(__FUNCTION__);
+    }
 }
 
 /*!
@@ -4864,7 +4929,7 @@ void CanvasContext::useProgram(QJSValue program3D)
 
     CanvasProgram *program = getAsProgram3D(program3D);
     m_currentProgram = program;
-    if (!program || !program->isLinked())
+    if (!program || !program->isLinked() || !checkParent(program, __FUNCTION__))
         return;
     program->bind();
     logAllGLErrors(__FUNCTION__);
@@ -5214,7 +5279,21 @@ void CanvasContext::readPixels(int x, int y, long width, long height, glEnums fo
         return;
     }
 
+    // Zero out the buffer (WebGL conformance requires pixels outside the framebuffer to be 0)
+    memset(bufferPtr, 0, width * height * 4);
+
+    // Check if the buffer is antialiased. If it is, we need to blit to the final buffer before
+    // reading the value.
+    if (m_contextAttributes.antialias() && !m_currentFramebuffer) {
+        GLuint readFbo = m_canvas->resolveMSAAFbo();
+        glBindFramebuffer(GL_FRAMEBUFFER, readFbo);
+    }
+
     glReadPixels(x, y, width, height, format, type, bufferPtr);
+
+    if (m_contextAttributes.antialias() && !m_currentFramebuffer)
+        m_canvas->bindCurrentRenderTarget();
+
     logAllGLErrors(__FUNCTION__);
 }
 
@@ -5234,7 +5313,7 @@ CanvasActiveInfo *CanvasContext::getActiveAttrib(QJSValue program3D, uint index)
                                          << ", index:" << index << ")";
 
     CanvasProgram *program = getAsProgram3D(program3D);
-    if (!program)
+    if (!program || !checkParent(program, __FUNCTION__))
         return 0;
 
     char *name = new char[512];
@@ -5264,7 +5343,7 @@ CanvasActiveInfo *CanvasContext::getActiveUniform(QJSValue program3D, uint index
                                          << ", index:" << index << ")";
 
     CanvasProgram *program = getAsProgram3D(program3D);
-    if (!program)
+    if (!program || !checkParent(program, __FUNCTION__))
         return 0;
 
     char *name = new char[512];
@@ -5469,8 +5548,6 @@ void CanvasContext::vertexAttrib1fva(uint indx, QVariantList values)
                                          << "(indx" << indx
                                          << ", values:" << values
                                          << ")";
-    if (!m_currentProgram)
-        return;
 
     int size = values.count();
     float *arrayData = new float[size];
@@ -5497,8 +5574,6 @@ void CanvasContext::vertexAttrib2fva(uint indx, QVariantList values)
                                          << "(indx" << indx
                                          << ", values:" << values
                                          << ")";
-    if (!m_currentProgram)
-        return;
 
     int size = values.count();
     float *arrayData = new float[size];
@@ -5525,8 +5600,6 @@ void CanvasContext::vertexAttrib3fva(uint indx, QVariantList values)
                                          << "(indx" << indx
                                          << ", values:" << values
                                          << ")";
-    if (!m_currentProgram)
-        return;
 
     int size = values.count();
     float *arrayData = new float[size];
@@ -5553,8 +5626,6 @@ void CanvasContext::vertexAttrib4fva(uint indx, QVariantList values)
                                          << "(indx" << indx
                                          << ", values:" << values
                                          << ")";
-    if (!m_currentProgram)
-        return;
 
     int size = values.count();
     float *arrayData = new float[size];
@@ -5901,6 +5972,8 @@ QVariant CanvasContext::getUniform(QJSValue program3D, QJSValue location3D)
                                                << ":INVALID_OPERATION:No location3D was specified";
         m_error |= CANVAS_INVALID_OPERATION;
     } else {
+        if (!checkParent(program, __FUNCTION__) || !checkParent(location, __FUNCTION__))
+            return QVariant();
         uint programId = program->id();
         uint locationId = location->id();
         CanvasActiveInfo *info = getActiveUniform(program3D, locationId);
@@ -6047,7 +6120,7 @@ QVariantList CanvasContext::getSupportedExtensions()
 /*!
  * \internal
  */
-bool CanvasContext::isOfType(const QJSValue &value, const QString &classname) const
+bool CanvasContext::isOfType(const QJSValue &value, const char *classname) const
 {
     if (!value.isQObject()) {
         return false;
@@ -6058,7 +6131,7 @@ bool CanvasContext::isOfType(const QJSValue &value, const QString &classname) co
     if (!obj)
         return false;
 
-    if (!obj->inherits(classname.toLocal8Bit().constData())) {
+    if (!obj->inherits(classname)) {
         return false;
     }
 
diff --git a/src/imports/qtcanvas3d/context3d_p.h b/src/imports/qtcanvas3d/context3d_p.h
index 486b3bfde4f4919af6b8ff8e01b877f2eb775d0c..d34ca39552012b0cad306982b764af819d0a69e9 100644
--- a/src/imports/qtcanvas3d/context3d_p.h
+++ b/src/imports/qtcanvas3d/context3d_p.h
@@ -1084,8 +1084,8 @@ public:
                                                           const QString &name);
     Q_INVOKABLE int getAttribLocation(QJSValue program, const QString &name);
     Q_INVOKABLE void bindAttribLocation(QJSValue program, int index, const QString &name);
-    Q_INVOKABLE QJSValue getProgramInfoLog(QJSValue program) const;
-    Q_INVOKABLE bool isProgram(QJSValue anyObject) const;
+    Q_INVOKABLE QJSValue getProgramInfoLog(QJSValue program);
+    Q_INVOKABLE bool isProgram(QJSValue anyObject);
     Q_INVOKABLE void deleteProgram(QJSValue program);
 
     Q_INVOKABLE void disableVertexAttribArray(int index);
@@ -1104,7 +1104,7 @@ public:
 
     Q_INVOKABLE int getShaderParameter(QJSValue shader3D, glEnums paramName);
     Q_INVOKABLE QVariant getProgramParameter(QJSValue program, glEnums paramName);
-    Q_INVOKABLE QJSValue getShaderInfoLog(QJSValue shader3D) const;
+    Q_INVOKABLE QJSValue getShaderInfoLog(QJSValue shader3D);
 
     /* Buffer object methods */
     Q_INVOKABLE QJSValue createBuffer();
@@ -1225,9 +1225,10 @@ private:
     uchar *unpackPixels(uchar *srcData, bool useSrcDataAsDst,
                         int bytesPerPixel, int width, int height);
 
-    bool isOfType(const QJSValue &value, const QString &classname) const;
+    bool isOfType(const QJSValue &value, const char *classname) const;
 
     bool isValidTextureBound(glEnums target, const QString &funcName);
+    bool checkParent(QObject *jsObj, const char *function);
 
     typedef enum {
         CANVAS_NO_ERRORS = 0,
diff --git a/src/imports/qtcanvas3d/doc/src/qtcanvas3d-index.qdoc b/src/imports/qtcanvas3d/doc/src/qtcanvas3d-index.qdoc
index 85205703c6f8397d9336100f71aa8f31822880ec..1025b4615c2577320f239030e8d224ffdcd18015 100644
--- a/src/imports/qtcanvas3d/doc/src/qtcanvas3d-index.qdoc
+++ b/src/imports/qtcanvas3d/doc/src/qtcanvas3d-index.qdoc
@@ -66,5 +66,6 @@
         \li \l{Qt Canvas 3D QML Types}
         \li \l{Qt Canvas 3D Examples}
         \li \l{Qt Canvas 3D Logging}
+        \li \l{Qt Canvas 3D Known WebGL Conformance Issues}
     \endlist
 */
diff --git a/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc b/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc
index 643fa981b4a4cc7d34652bcad0eb75d172622f7a..3a48b670394fc38eb13bc83b5fa990c05549d4aa 100644
--- a/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc
+++ b/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc
@@ -182,3 +182,33 @@
              to find root causes of rendering errors.
     \endtable
 */
+
+/*!
+ * \page qtcanvas3d-conformance-issues-html
+ * \title Qt Canvas 3D Known WebGL Conformance Issues
+ *
+ * \brief Known WebGL conformance issues
+ *
+ * \list
+ *      \li No emulation for vertex attrib 0 arrays. Always have vertex attrib 0 array enabled.
+ *      In desktop OpenGL on some platforms (for example OS X), nothing gets drawn if vertex attrib
+ *      0 is not array-enabled. You can use bindAttribLocation() to force a vertex attribute to use
+ *      location 0, and use enableVertexAttribArray() to make it array-enabled.
+ *
+ *      \li No special error detection for binding attributes to overlapping locations
+ *      (i.e. attribute aliasing) when linking a shader program.
+ *
+ *      \li The drawArrays and drawElements calls don't check for the validity of the enabled
+ *      attributes or the buffers they point to.
+ *
+ *      \li Enabling the stencil context attribute also forces the depth attribute to be enabled.
+ *
+ *      \li Disabling alpha context attribute does not work on some platforms.
+ *
+ *      \li Trying to set canvas size to MAX_VIEWPORT_DIMS may result in OUT_OF_MEMORY on some
+ *      graphics cards.
+ *
+ *      \li The following extra methods exist for contexts: objectNameChanged, nameChanged,
+ *      canvasChanged, drawingBufferWidthChanged, and drawingBufferHeightChanged.
+ * \endlist
+ */
diff --git a/src/imports/qtcanvas3d/plugins.qmltypes b/src/imports/qtcanvas3d/plugins.qmltypes
index 30a8cac1b4c5ed2dd260266b72fb44bd883f6d77..030e049a298a5c1baea3edfdb40b670758779686 100644
--- a/src/imports/qtcanvas3d/plugins.qmltypes
+++ b/src/imports/qtcanvas3d/plugins.qmltypes
@@ -17,15 +17,13 @@ Module {
         Property { name: "devicePixelRatio"; type: "float"; isReadonly: true }
         Property { name: "fps"; type: "uint"; isReadonly: true }
         Property { name: "pixelSize"; type: "QSize" }
+        Property { name: "width"; type: "int" }
+        Property { name: "height"; type: "int" }
         Signal { name: "needRender" }
         Signal {
             name: "devicePixelRatioChanged"
             Parameter { name: "ratio"; type: "float" }
         }
-        Signal {
-            name: "animatedChanged"
-            Parameter { name: "animated"; type: "bool" }
-        }
         Signal {
             name: "contextChanged"
             Parameter { name: "context"; type: "CanvasContext"; isPointer: true }
@@ -38,8 +36,8 @@ Module {
             name: "pixelSizeChanged"
             Parameter { name: "pixelSize"; type: "QSize" }
         }
-        Signal { name: "initGL" }
-        Signal { name: "renderGL" }
+        Signal { name: "initializeGL" }
+        Signal { name: "paintGL" }
         Signal {
             name: "resizeGL"
             Parameter { name: "width"; type: "int" }
diff --git a/tests/auto/qmltest/canvas3d/tst_creation_aa_context.qml b/tests/auto/qmltest/canvas3d/tst_creation_aa_context.qml
index 938b5fc759dc702e534f0a6f84745aaa29c60c8b..51891a30813bee6ff024320569849bf4e9dcf5cb 100644
--- a/tests/auto/qmltest/canvas3d/tst_creation_aa_context.qml
+++ b/tests/auto/qmltest/canvas3d/tst_creation_aa_context.qml
@@ -46,8 +46,8 @@ Item {
     Canvas3D {
         id: aa_context
         anchors.fill: parent
-        function initGL() {}
-        function renderGL() {}
+        function initializeGL() {}
+        function paintGL() {}
     }
 
     TestCase {
diff --git a/tests/auto/qmltest/canvas3d/tst_creation_basic_context.qml b/tests/auto/qmltest/canvas3d/tst_creation_basic_context.qml
index 6d0f11515fd96b10f0e0cdfda36158af50d6c40e..d2ef0c6f7d0d1fa8e9a14efd991bfcee33e9f2bc 100644
--- a/tests/auto/qmltest/canvas3d/tst_creation_basic_context.qml
+++ b/tests/auto/qmltest/canvas3d/tst_creation_basic_context.qml
@@ -46,8 +46,8 @@ Item {
     Canvas3D {
         id: basic_context
         anchors.fill: parent
-        function initGL() {}
-        function renderGL() {}
+        function initializeGL() {}
+        function paintGL() {}
     }
 
     TestCase {
diff --git a/tests/auto/qmltest/canvas3d/tst_creation_depth_context.qml b/tests/auto/qmltest/canvas3d/tst_creation_depth_context.qml
index b7b12bdb698a6b79aa4b4d630c60f7b6db4b8821..8fec07e907702568645021d01cbac5b8e60d4cc2 100644
--- a/tests/auto/qmltest/canvas3d/tst_creation_depth_context.qml
+++ b/tests/auto/qmltest/canvas3d/tst_creation_depth_context.qml
@@ -46,8 +46,8 @@ Item {
     Canvas3D {
         id: depth_context
         anchors.fill: parent
-        function initGL() {}
-        function renderGL() {}
+        function initializeGL() {}
+        function paintGL() {}
     }
 
     TestCase {
diff --git a/tests/auto/qmltest/canvas3d/tst_render_checkresult.js b/tests/auto/qmltest/canvas3d/tst_render_checkresult.js
index e4cb2df451f6eb4ff76374ee79c89598c41f87b6..6e0f580efb68e0fcf11a2e5b81b5cb77974553ee 100644
--- a/tests/auto/qmltest/canvas3d/tst_render_checkresult.js
+++ b/tests/auto/qmltest/canvas3d/tst_render_checkresult.js
@@ -34,7 +34,7 @@
 **
 ****************************************************************************/
 
-Qt.include("../../../../examples/3rdparty/gl-matrix.js")
+Qt.include("../../../../examples/canvas3d/3rdparty/gl-matrix.js")
 
 var gl;
 
@@ -52,13 +52,13 @@ var textureCoordAttribute;
 var vertexColorAttribute;
 
 var colorFlagUniform;
+var customFbo;
 
-function initGL(canvas) {
+function initializeGL(canvas) {
     gl = canvas.getContext("");
     gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
     var pixelRatio = canvas.devicePixelRatio;
     gl.viewport(0, 0, pixelRatio * canvas.width, pixelRatio * canvas.height);
-    gl.clearColor(1.0, 0.0, 0.0, 1.0);
 
     initShaders();
     initBuffers();
@@ -72,15 +72,30 @@ function initGL(canvas) {
     gl.uniform1i(colorFlagUniform, 1);
 }
 
-function renderGL() {
+function paintGL() {
+    gl.clearColor(1.0, 0.0, 0, 1.0);
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
     gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
 }
 
-function renderGL(x, y) {
-    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+function paintGL(x, y, separateFbo) {
+    if (separateFbo) {
+        gl.bindFramebuffer(gl.FRAMEBUFFER, customFbo);
+        gl.clearColor(0.0, 1.0, 0.0, 1.0);
+        gl.clear(gl.COLOR_BUFFER_BIT);
+    } else {
+        gl.clearColor(1.0, 0.0, 0, 1.0);
+        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+    }
+
     gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
-    return checkPixel(x, y);
+
+    var pixels = checkPixel(x, y);
+
+    if (separateFbo)
+        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+
+    return pixels;
 }
 
 function checkPixel(x, y) {
@@ -172,6 +187,18 @@ function initBuffers()
                   new Uint16Array([0, 1, 2,
                                    0, 2, 3]),
                   gl.STATIC_DRAW);
+
+    // Custom framebuffer
+    customFbo = gl.createFramebuffer();
+    gl.bindFramebuffer(gl.FRAMEBUFFER, customFbo);
+    var texture = gl.createTexture();
+    gl.bindTexture(gl.TEXTURE_2D, texture);
+    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.canvas.width, gl.canvas.height, 0, gl.RGBA,
+                  gl.UNSIGNED_BYTE, null);
+    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+
+    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+
 }
 
 function initShaders()
diff --git a/tests/auto/qmltest/canvas3d/tst_render_checkresult.qml b/tests/auto/qmltest/canvas3d/tst_render_checkresult.qml
index 7638a11eae003df32bec506cf13323c6451e4ad4..935d1f7009f9e8cce2240ff8a5cc7b415fdf7a2a 100644
--- a/tests/auto/qmltest/canvas3d/tst_render_checkresult.qml
+++ b/tests/auto/qmltest/canvas3d/tst_render_checkresult.qml
@@ -54,22 +54,23 @@ Item {
     property int blue: -1
     property int alpha: -1
     property bool renderOk: false
+    property bool separateFbo: false
 
     Canvas3D {
         id: render_check_result
         property bool textureLoaded: false
         anchors.fill: parent
-        onInitGL: Content.initGL(this)
-        onRenderGL: {
+        onInitializeGL: Content.initializeGL(this)
+        onPaintGL: {
             if (checkResult) {
-                pixels = Content.renderGL(xpos, ypos)
+                pixels = Content.paintGL(xpos, ypos, separateFbo)
                 red = pixels[0]
                 green = pixels[1]
                 blue = pixels[2]
                 alpha = pixels[3]
                 delete pixels
             } else {
-                Content.renderGL()
+                Content.paintGL()
                 red = -1
                 green = -1
                 blue = -1
@@ -89,6 +90,7 @@ Item {
             ypos = 150
             checkResult = true
             renderOk = false
+            separateFbo = false
             waitForRendering(render_check_result)
             tryCompare(top, "renderOk", true)
             tryCompare(top, "red", 0x00)
@@ -123,6 +125,7 @@ Item {
             ypos = 150
             checkResult = true
             renderOk = false
+            separateFbo = false
             waitForRendering(render_check_result)
             tryCompare(top, "renderOk", true)
             tryCompare(render_check_result, "textureLoaded", true, 10000)
@@ -144,6 +147,7 @@ Item {
             ypos = 150
             checkResult = true
             renderOk = false
+            separateFbo = false
             waitForRendering(render_check_result)
             tryCompare(top, "renderOk", true)
             tryCompare(top, "red", 0x22)
@@ -154,5 +158,62 @@ Item {
 
             waitForRendering(render_check_result)
         }
+
+        function test_render_4_checkresult() {
+            // Render to separate FBO.
+            waitForRendering(render_check_result)
+            Content.setColor(0x40, 0x60, 0x80, 0xff)
+
+            // Check color in the center of the square
+            xpos = 150
+            ypos = 150
+            checkResult = true
+            renderOk = false
+            separateFbo = true
+            waitForRendering(render_check_result)
+            tryCompare(top, "renderOk", true)
+            tryCompare(top, "red", 0x40)
+            tryCompare(top, "green", 0x60)
+            tryCompare(top, "blue", 0x80)
+            tryCompare(top, "alpha", 0xff)
+            checkResult = false
+
+            waitForRendering(render_check_result)
+
+            // Check color in the corner of the screen, which is cleared with green
+            xpos = 0
+            ypos = 0
+            checkResult = true
+            renderOk = false
+            waitForRendering(render_check_result)
+            tryCompare(top, "renderOk", true)
+            tryCompare(top, "red", 0x00)
+            tryCompare(top, "green", 0xff)
+            tryCompare(top, "blue", 0x00)
+            tryCompare(top, "alpha", 0xff)
+            checkResult = false
+
+            waitForRendering(render_check_result)
+        }
+
+        function test_render_5_checkresult() {
+            // Check that pixels outside framebuffer are zero
+            waitForRendering(render_check_result)
+            Content.setColor(0x22, 0x99, 0xff, 0x80)
+            xpos = 9999
+            ypos = 9999
+            checkResult = true
+            renderOk = false
+            separateFbo = false
+            waitForRendering(render_check_result)
+            tryCompare(top, "renderOk", true)
+            tryCompare(top, "red", 0x0)
+            tryCompare(top, "green", 0x0)
+            tryCompare(top, "blue", 0x0)
+            tryCompare(top, "alpha", 0x0)
+            checkResult = false
+
+            waitForRendering(render_check_result)
+        }
     }
 }
diff --git a/tests/auto/qmltest/canvas3d/tst_render_dynamic.qml b/tests/auto/qmltest/canvas3d/tst_render_dynamic.qml
index 5fcd71fcea8a5dd557ffa45c3c926d73687ab05e..efa25cf6994d7bc9cceeecb5b6f3246c2435ff03 100644
--- a/tests/auto/qmltest/canvas3d/tst_render_dynamic.qml
+++ b/tests/auto/qmltest/canvas3d/tst_render_dynamic.qml
@@ -55,10 +55,10 @@ Item {
         import QtQuick 2.2
         import QtCanvas3D 1.0
         Canvas3D {
-            onInitGL: initOk = activeContent.initGL(canvas3d)
-            onRenderGL: {
+            onInitializeGL: initOk = activeContent.initializeGL(canvas3d)
+            onPaintGL: {
                 renderOk = true
-                activeContent.renderGL(canvas3d)
+                activeContent.paintGL(canvas3d)
             }
         }", top)
         canvas3d.anchors.fill = top
diff --git a/tests/auto/qmltest/canvas3d/tst_render_preserve.js b/tests/auto/qmltest/canvas3d/tst_render_preserve.js
new file mode 100644
index 0000000000000000000000000000000000000000..f2cbe4400bc1d1379c4b1aa127d2ce7b636102cd
--- /dev/null
+++ b/tests/auto/qmltest/canvas3d/tst_render_preserve.js
@@ -0,0 +1,153 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+var gl;
+
+var colorBuffer;
+
+var vertexPositionAttribute;
+var vertexColorAttribute;
+
+var vertexBuffer;
+
+function initializeGL(canvas) {
+    gl = canvas.getContext("", {preserveDrawingBuffer:true});
+    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
+    var pixelRatio = canvas.devicePixelRatio;
+    gl.viewport(0, 0, pixelRatio * canvas.width, pixelRatio * canvas.height);
+
+    initShaders();
+    initBuffers();
+}
+
+function paintGL() {
+    gl.clearColor(1.0, 0.0, 0.0, 1.0);
+    gl.clear(gl.COLOR_BUFFER_BIT);
+    gl.drawArrays(gl.TRIANGLES, 0, 3);
+}
+
+function checkPixel(x, y) {
+    var pixels = new Uint8Array(4);
+    gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
+    return pixels;
+}
+
+function setColor(r, g, b, a) {
+    gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+    var colors = [r / 255.0, g / 255.0, b / 255.0, a / 255.0];
+    var generatedColors = [];
+    for (var i = 0; i < 4; i++)
+        generatedColors = generatedColors.concat(colors);
+    gl.bufferData(gl.ARRAY_BUFFER,
+                  new Float32Array(generatedColors),
+                  gl.STATIC_DRAW);
+    gl.enableVertexAttribArray(vertexColorAttribute);
+    gl.vertexAttribPointer(vertexColorAttribute, 4, gl.FLOAT, false, 0, 0);
+}
+
+function initBuffers()
+{
+    vertexBuffer = gl.createBuffer();
+    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
+    gl.bufferData(
+                gl.ARRAY_BUFFER, new Float32Array(
+                    [-1.0, -1.0,
+                     1.0, -1.0,
+                     -1.0,  1.0
+                    ]),
+                gl.STATIC_DRAW);
+
+    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
+    gl.vertexAttribPointer(vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
+    gl.enableVertexAttribArray(vertexPositionAttribute);
+
+    colorBuffer = gl.createBuffer();
+    setColor(0.0, 0.0, 255.0, 255.0);
+}
+
+function initShaders()
+{
+    var vertexShader = getShader(
+                gl,
+                "attribute highp vec2 aVertexPosition;                 \
+                attribute mediump vec4 aVertexColor;                   \
+                varying mediump vec4 vColor;                           \
+                void main(void) {                                      \
+                    gl_Position = vec4(aVertexPosition, 0.0, 1.0); \
+                    vColor = aVertexColor;                             \
+                }",
+                gl.VERTEX_SHADER);
+    var fragmentShader = getShader(
+                gl,
+                "varying mediump vec4 vColor;                   \
+                void main(void) {                               \
+                    gl_FragColor = vColor;                      \
+                }",
+                gl.FRAGMENT_SHADER);
+
+    var shaderProgram = gl.createProgram();
+    gl.attachShader(shaderProgram, vertexShader);
+    gl.attachShader(shaderProgram, fragmentShader);
+    gl.linkProgram(shaderProgram);
+    gl.deleteShader(vertexShader);
+    gl.deleteShader(fragmentShader);
+
+    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
+        console.log("Could not initialize shaders");
+        console.log(gl.getProgramInfoLog(shaderProgram));
+    }
+
+    gl.useProgram(shaderProgram);
+
+    vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
+    gl.enableVertexAttribArray(vertexPositionAttribute);
+    vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
+    gl.enableVertexAttribArray(vertexColorAttribute);
+}
+
+function getShader(gl, str, type) {
+    var shader = gl.createShader(type);
+    gl.shaderSource(shader, str);
+    gl.compileShader(shader);
+
+    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
+        console.log("JS:Shader compile failed");
+        console.log(gl.getShaderInfoLog(shader));
+        return null;
+    }
+
+    return shader;
+}
diff --git a/tests/auto/qmltest/canvas3d/tst_render_preserve.qml b/tests/auto/qmltest/canvas3d/tst_render_preserve.qml
new file mode 100644
index 0000000000000000000000000000000000000000..5a1c25737dfa6f2a6c21d17ff2e7150110b470b9
--- /dev/null
+++ b/tests/auto/qmltest/canvas3d/tst_render_preserve.qml
@@ -0,0 +1,141 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.2
+import QtCanvas3D 1.0
+import QtTest 1.0
+
+import "tst_render_preserve.js" as Content
+
+Item {
+    id: top
+    height: 300
+    width: 300
+
+    property int xpos: 0
+    property int ypos: 0
+    property var pixels
+    property int red: -1
+    property int green: -1
+    property int blue: -1
+    property int alpha: -1
+    property bool paintDone: true
+    property bool checkDone: true
+    property bool initDone: false
+
+    Canvas3D {
+        id: render_preserve
+        property bool textureLoaded: false
+        anchors.fill: parent
+        onInitializeGL: {
+            Content.initializeGL(this)
+            initDone = true
+        }
+        onPaintGL: {
+            if (!paintDone) {
+                Content.paintGL()
+                paintDone = true
+            }
+
+            if (!checkDone) {
+                pixels = Content.checkPixel(xpos, ypos)
+                red = pixels[0]
+                green = pixels[1]
+                blue = pixels[2]
+                alpha = pixels[3]
+                delete pixels
+                checkDone = true
+            }
+        }
+    }
+
+    TestCase {
+        name: "Canvas3D_render_preserve"
+        when: windowShown
+
+        function test_render_1_preserve() {
+            tryCompare(top, "initDone", true)
+            Content.setColor(0x00, 0x00, 0xff, 0xff)
+            // Draw the frame exactly once. That way one of the framebuffers has our scene and
+            // the other is default empty.
+            paintDone = false;
+            tryCompare(top, "paintDone", true)
+
+            // We cannot control if we are reading from the first or second framebuffer, since we
+            // cannot actually reliably sync with the render loop. We work around this issue
+            // by doing the pixel checks multiple times. That way at least one of the checks
+            // is likely to target the framebuffer we didn't draw our frame to, and therefore
+            // fails if the preserve is not working.
+            for (var i = 0; i < 10; i++) {
+                // Check color in the left side (part of the triangle)
+                xpos = 75
+                ypos = 150
+                checkDone = false
+                tryCompare(top, "checkDone", true)
+                compare(top.red, 0x00)
+                compare(top.green, 0x00)
+                compare(top.blue, 0xff)
+                compare(top.alpha, 0xff)
+
+                // Check color in the right part of the screen, which is cleared with red
+                xpos = 225
+                ypos = 150
+                checkDone = false
+                tryCompare(top, "checkDone", true)
+                compare(top.red, 0xff)
+                compare(top.green, 0x00)
+                compare(top.blue, 0x00)
+                compare(top.alpha, 0xff)
+            }
+
+            Content.setColor(0x00, 0xcc, 0x00, 0xff)
+            paintDone = false;
+            tryCompare(top, "paintDone", true)
+
+            for (var j = 0; j < 10; j++) {
+                // Check color in the left side (part of the triangle)
+                xpos = 75
+                ypos = 150
+                checkDone = false
+                tryCompare(top, "checkDone", true)
+                compare(top.red, 0x00)
+                compare(top.green, 0xcc)
+                compare(top.blue, 0x00)
+                compare(top.alpha, 0xff)
+            }
+        }
+    }
+}
diff --git a/tests/auto/qmltest/canvas3d/tst_render_simple.js b/tests/auto/qmltest/canvas3d/tst_render_simple.js
index a416e546192001e57c5cc4ab47ce92c9f4fbd3a0..e8565ab56cf969e8f00a7e68d0ad63c2c2ee36a1 100644
--- a/tests/auto/qmltest/canvas3d/tst_render_simple.js
+++ b/tests/auto/qmltest/canvas3d/tst_render_simple.js
@@ -41,7 +41,7 @@ var buffer;
 var vertexShader;
 var fragmentShader;
 
-function initGL(canvas) {
+function initializeGL(canvas) {
     var initOk = true
     try {
         gl = canvas.getContext("3d");
@@ -71,7 +71,7 @@ function initGL(canvas) {
                         canvas.height * canvas.devicePixelRatio);
         }
     } catch(e) {
-        console.log("initGL(): FAILURE!");
+        console.log("initializeGL(): FAILURE!");
         console.log(""+e);
         console.log(""+e.message);
         initOk = false;
@@ -79,7 +79,7 @@ function initGL(canvas) {
     return initOk;
 }
 
-function renderGL(canvas) {
+function paintGL(canvas) {
     gl.clear(gl.COLOR_BUFFER_BIT);
     gl.drawArrays(gl.TRIANGLES, 0, 3);
 }
diff --git a/tests/auto/qmltest/canvas3d/tst_render_simple.qml b/tests/auto/qmltest/canvas3d/tst_render_simple.qml
index 7820ad03999e4f7523627bcd04414e28e205d702..9d25dd3dbefab606113cbe308983c3e9bfd1166c 100644
--- a/tests/auto/qmltest/canvas3d/tst_render_simple.qml
+++ b/tests/auto/qmltest/canvas3d/tst_render_simple.qml
@@ -52,9 +52,9 @@ Item {
         property bool initOk: false
         property bool renderOk: false
         anchors.fill: parent
-        onInitGL: initOk = Content.initGL(render_simple)
-        onRenderGL: {
-            Content.renderGL(render_simple)
+        onInitializeGL: initOk = Content.initializeGL(render_simple)
+        onPaintGL: {
+            Content.paintGL(render_simple)
             renderOk = true
         }
         onHeightChanged: heightChanged = true