How to spheres not deformation by camera depth? ,sphere use to change texture

I’m making a project for interior like showroom.littleworkshop.fr ,
f74f4f55347da4e154e24e3c1fc1d0310961df8f_2_690x331
this my code:

var geometry = new THREE.SphereBufferGeometry( 6,64,64 );
				var material1 = new THREE.MeshLambertMaterial( { map : floor1 } );
				sphereInter1 = new THREE.Mesh( geometry, material1 );
				sphereInter1.position.set(0, 0,-50);
				sphereInter1.visible = false;
				sphereArr.push(sphereInter1);
				scene.add( sphereInter1 );
				camera.add(sphereInter1);

				var material2 = new THREE.MeshStandardMaterial( { map :floor2 } );
				sphereInter2 = new THREE.Mesh( geometry, material2 );
				sphereInter2.position.set(-20, 0, -50);
				sphereInter2.visible = false;
				sphereArr.push(sphereInter2);
				scene.add( sphereInter2 );
				camera.add(sphereInter2);

				var material3 = new THREE.MeshPhongMaterial( { map : floor3 } );
				sphereInter3 = new THREE.Mesh( geometry, material3 );
				sphereInter3.position.set(20, 0, -50);
				sphereInter3.visible = false;
				sphereArr.push(sphereInter3);

				scene.add( sphereInter3 );
				camera.add(sphereInter3);

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@Quan_Bui Sorry, but it’s still not clear what the issue is about. Can you please elaborate in more detail your expectations and the actual visual result? If you have problems explaining the issue in English, try to use a translator.

I want two spheres 1 & 3 not deformed by regardless of its distance from the camera !
(like sphere 2)

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