dMesh(MAX_INSTANCE_COUNT, 512, 1024, batchedMaterial);
		batchedMesh.frustumCulled = false;
		scene.add(batchedMesh);

		for (let i = 0; i < geometries.length; i++) {
			batchedMesh.addGeometry(geometries[i]);
		}

		const regularMeshes = new t3d.Object3D();
		scene.add(regularMeshes);

		function updateMeshes(count) {
			while (regularMeshes.children.length > count) {
				const mesh = regularMeshes.children[regularMeshes.children.length - 1];
				mesh.material.dispose();

				regularMeshes.remove(mesh);

	