title: Traverse is undefined and performance lagging THREE.js Clock? *although it works*
body: <p>It seems to be doing what it is supposed to be doing -- traversing the scene and updating the meshes -- however, it's not listing all my meshes in the scene -- although they are being rendered (bizarre).  It's also giving me error messages saying it can't traverse the scene (even though it is and its working).  My performance is garbage.  I assume I am just approaching this wrong.  Any suggestions?</p>
  
  <p>Here is the link to the running sample.
  <a href="http://codepen.io/wpdildine/pen/ZGprWp" rel="nofollow">http://codepen.io/wpdildine/pen/ZGprWp</a></p>
  
  <pre><code>function checkSec(prevSec){
      var mat = new THREE.MeshPhongMaterial( { color: 0xff9000 } ); 
      var curTime = new Date();
  
      if (prevSec != curTime.getSeconds() || prevSec == null){
          scene.traverse(function(children){
              if (children instanceof THREE.Mesh &amp;&amp; children.name == 'sec'){
                  scene.remove(children)    
              }
          });           
          prevSec = curTime.getSeconds();
          prevSec = setZeros(prevSec);
          var secGeometry = new THREE.TextGeometry(":" + prevSec, {size:5, height:1});
          var sec = new THREE.Mesh( secGeometry, mat);
          sec.name = 'sec';
          sec.position.set(10,0,0);
          scene.add(sec);
      }        
  }
  </code></pre>