alse;
            }
          }
        });

        allMeshes.forEach((meshContext, mesh) => {
          if (meshContext.text) {
            const direction = new THREE.Vector3().subVectors(camera.position, meshContext.text.position).normalize();
            meshContext.text.lookAt(direction);
          }
        });
      }
    }

    function render(timestamp, frame) {
      if (frame) {
        processMeshes(timestamp, frame);
        draw();

        renderer.render(scene, camera);
      }
    }

  </s