<p dir="auto">Hi,</p>
<p dir="auto">I'm building some experiment with chrome canary and everything is fine. But when I tried with chrome 20.0.1132.57 I was surprised to have something like 1 frame per second. Commenting the texture.needsUpdate made everything run again at a comfortable 60fps so I created a jsfiddle to make sure this is what was causing the slowdown.</p>
<p dir="auto">The jsfiddle confirmed that it was this line which was causing the problem, but I find it strange that is has so much impact. Firefox too doesn't seem to like the needsUpdate flag.</p>
<p dir="auto"><a href="http://jsfiddle.net/sDUZ5/3/" rel="nofollow">http://jsfiddle.net/sDUZ5/3/</a><br>
You can simply set the first line to true to enable the needsUpdate. On my machine this cause the framerate to go from 60fps to 9fps.</p>
<p dir="auto">Is there anything wrong with my code? Any idea if maybe the next three.js release would help in this scenario?</p>
<p dir="auto">Just sharing a change I made in <a href="https://Clara.io" rel="nofollow">https://Clara.io</a>.  I killed our support for Lambert materials a few months ago.  Instead I just tell people to create Phong materials with the specular color black to reproduce the behavior of Lambert.</p>
<p dir="auto">I'd suggest doing the same change in Three.JS.  Having two shaders with tons of duplicated code is a bit of a pain when really there is almost no difference between the two.</p>