title: multiple THREE.LOD objects all change state at same time
body: <p>I'm designing a model of a city and want to implement LOD, based on this example: <a href="http://threejs.org/examples/#webgl_lod" rel="nofollow">http://threejs.org/examples/#webgl_lod</a></p>
  
  <p>For testing purposes, I have loaded a subset of my buildings and created a LOD instance for each of them. 
  The problem is that, they all seem to change state at the same time when I try to zoom in on one of them. I was expecting that the concrete building I was zooming towards would change state, but not those far away.</p>
  
  <p>Here I create the LODs and add them to the scene</p>
  
  <pre><code>var geometries = [
      [ new THREE.ExtrudeGeometry(rectShape, {steps: 2, amount: height, bevelEnabled: true, bevelSegments: 1, bevelSize: 0.1, bevelThickness: 0.1 }), 50 ],
      [ new THREE.ExtrudeGeometry(rectShape, {steps: 1, amount: height, bevelEnabled: true, bevelSegments: 1, bevelSize: 0.1, bevelThickness: 0.1 }), 300 ],
      [ new THREE.ExtrudeGeometry(rectShape, {steps: 0, amount: height, bevelEnabled: true, bevelSegments: 1, bevelSize: 0.1, bevelThickness: 0.1 }), 1000 ]
  ];
  
  var materials = [
      new THREE.MeshLambertMaterial( {color: "rgb(255,0,0)" }),
      new THREE.MeshLambertMaterial( {color: "rgb(0,255,0)" }),
      new THREE.MeshLambertMaterial( {color: "rgb(0,0,255)" })
  ];
  
  
  var lod = new THREE.LOD();
  for (var i = 0; i &lt; geometries.length; i ++ ) {
      //update
      geometries[i][0].computeBoundingBox();
      if(geometries[i][0].boundingBox.min.z&lt;0){
              zDiff = geometries[i][0].boundingBox.min.z;
      }
  
      matrix.makeTranslation(-fCenterX,-fCenterY,-zDiff);
      geometries[i][0].applyMatrix(matrix);
      geometries[i][0].rotateX(-3.1415*0.5);
      //end update
      var mesh = new THREE.Mesh( geometries[ i ][ 0 ], materials[i] );
      mesh.updateMatrix();
  
      lod.addLevel( mesh, geometries[ i ][ 1 ] );
  
  }
  
  scene.add( lod );
  </code></pre>
  
  <p>As per the example, in my render():</p>
  
  <pre><code>scene.updateMatrixWorld();
  scene.traverse(function(obj){
  if(obj instanceof THREE.LOD){
          obj.update(camera);
      }
  });
  
  renderer.render(scene, camera);
  rendererStats.update(renderer);
  </code></pre>
  
  <p>Am I ignorant of something obvious?</p>