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three.js - How do I stop requestAnimationFrame

I need to remove a canvas and build a new one. I'm having a problem where I don't know how to stop/interrupt the Three.js or webGL update process. I can stop it if I force a javascript error (but that's really stupid).

Does anyone know how to stop the process so that I don't start to pile processes that aren't doing anything useful or conflicting with the new ones?

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var id;

function animate() {

    id = requestAnimationFrame( animate );

    renderer.render( scene, camera );

}

To cancel

cancelAnimationFrame( id );

three.js r.55


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