pdate = true;
		
			}

			async function animate() {

				animateMeshes();

				controls.update();

				const renderTimeAverage = performance.now();
				renderer.render( scene, camera );

				// push only the last 60 render times
				renderTimeAverages.push( performance.now() - renderTimeAverage );
				if ( renderTimeAverages.length > 60 ) renderTimeAverages.shift();
		
				const average = renderTimeAverages.reduce( ( a, b ) => a + b, 0 ) / renderTimeAverages.length;

				renderer.resolveTimestampsAsync();
