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Refactored lines handling in WebGLRenderer to use the same internal machinery as meshes.
No need to stuff them in different bucket, line-specific stuff is anyway done in `renderBuffer` method. This was prompted by starting with implementation of ParticleSystem. It would be unwieldy to handle three different buckets of objects / buffers.
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/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.ParticleSystem = function ( geometry, materials ) {
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THREE.Object3D.call( this );
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this.geometry = geometry;
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this.materials = materials instanceof Array ? materials : [ materials ];
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this.autoUpdateMatrix = false;
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};
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THREE.ParticleSystem.prototype = new THREE.Object3D();
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THREE.ParticleSystem.prototype.constructor = THREE.ParticleSystem;
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