cal positions as the first morph target
			geometry.morphAttributes.position[0] = new t3d.Attribute(new t3d.Buffer(new Float32Array(spherePositions), 3));
			// add the twisted positions as the second morph target
			geometry.morphAttributes.position[1] = new t3d.Attribute(new t3d.Buffer(new Float32Array(twistPositions), 3));

			geometry.computeBoundingBox();
			geometry.computeBoundingSphere();

			return geometry;
		}

		const geometry = createMorphtargetsGeometry();

		const material = new t3d.PhongMate