function updateOrtho(modelViewMatrix, cameraProjectionMatrix){
		// compute transformedUvs
		var transformedUvs = []
		originalOrthoVertices.forEach(function(originalOrthoVertices, index){
			var transformedUv = originalOrthoVertices.clone()
			// apply modelViewMatrix and projectionMatrix
			transformedUv.applyMatrix4( modelViewMatrix )
			transformedUv.applyMatrix4( cameraProjectionMatrix )
			// apply perspective
			transformedUv.x /= transformedUv.z
			transformedUv.y /= transformedUv.z
			// store it
			transformedUvs.push(transformedUv)
		})

		// change orthoMesh vertices
		for(var i = 0; i < transformedUvs.length; i++){
			orthoMesh.geometry.vertices[i].copy(transformedUvs[i])
		}
		orthoMesh.geometry.computeBoundingSphere()
		orthoMesh.geometry.verticesNeedUpdate = true
        }
function updateOrtho(modelViewMatrix, cameraProjectionMatrix){
		
		var transformedUvs = []
		originalOrthoVertices.forEach(function(originalOrthoVertices, index){
			var transformedUv = originalOrthoVertices.clone()
			
			transformedUv.applyMatrix4( modelViewMatrix )
			transformedUv.applyMatrix4( cameraProjectionMatrix )
			
			transformedUv.x /= transformedUv.z
			transformedUv.y /= transformedUv.z
			
			transformedUvs.push(transformedUv)
		})

		
		for(var i = 0; i < transformedUvs.length; i++){
			orthoMesh.geometry.vertices[i].copy(transformedUvs[i])
		}
		orthoMesh.geometry.computeBoundingSphere()
		orthoMesh.geometry.verticesNeedUpdate = true
        }
function updateOrtho ( modelViewMatrix , cameraProjectionMatrix ) { // compute transformedUvs var transformedUvs = [ ] originalOrthoVertices . forEach ( function ( originalOrthoVertices , index ) { var transformedUv = originalOrthoVertices . clone ( ) // apply modelViewMatrix and projectionMatrix transformedUv . applyMatrix4 ( modelViewMatrix ) transformedUv . applyMatrix4 ( cameraProjectionMatrix ) // apply perspective transformedUv . x /= transformedUv . z transformedUv . y /= transformedUv . z // store it transformedUvs . push ( transformedUv ) } ) // change orthoMesh vertices for ( var i = 0 ; i < transformedUvs . length ; i ++ ) { orthoMesh . geometry . vertices [ i ] . copy ( transformedUvs [ i ] ) } orthoMesh . geometry . computeBoundingSphere ( ) orthoMesh . geometry . verticesNeedUpdate = true }
update orthoMesh
update orthoMesh