t) {
			console.timeEnd('Load glTF');

			model = result.root;

			model.traverse(node => {
				if (node.isMesh) {
					node.castShadow = true;
					node.receiveShadow = true;
					node.shadowType = t3d.SHADOW_TYPE.PCF5_SOFT;
				}
			});

			scene.add(model);
		}).catch(function(e) { console.error(e) });

		const sphere_geometry = new t3d.SphereGeometry(10, 32, 16);
		const sphere_material = new t3d.PBRMaterial();
		sphere_material.diffuse.setHex(0xBBBBBB);
		sphere_material.metalness = 0;
		sphere_materia