ata, regl);
                    const geometries = gltfPack.getMeshesInfo();
                    let meshes = [];
                    geometries.forEach((geometry, i) => {
                        const material = new reshader.PhongMaterial(geometry.materialInfo);
                        const modelMesh = new reshader.Mesh(geometry.geometry, material);
                        modelMesh.setUniform('uPickingId', i);
                        const transformat = mat4.identity([]);
                        mat4.rot