code: function render() {
    //Update camera parameters
    var t = now()
    var delay = +delayControl.value
    camera.idle(t - delay)
    camera.tick(t - 2 * delay)
    
    //Compute parameters
    var cameraParams = {
      view: camera.get(),
      projection: perspective(
        projectionMatrix, 
        Math.PI/4.0,
        gl.drawingBufferWidth/gl.drawingBufferHeight,
        0.1,
        1000.0)
    }
  
    //Draw everything
    gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight)
    gl.enable(gl.DEPTH_TEST)
    axes.draw(cameraParams)
    mesh.draw(cameraParams)
  }
docs: Redraw frame