@@ -281,10 +281,10 @@ function _WebGL_doBindAttribute(gl, attribute, mesh, attributes) {
281281 * @return {Object } buffer.buffers - will be used to buffer attributes
282282 */
283283function _WebGL_doBindSetup ( gl , mesh ) {
284- if ( mesh . a . indexSize > 0 ) {
284+ if ( mesh . a . __$ indexSize > 0 ) {
285285 _WebGL_log ( 'Created index buffer' ) ;
286286 var indexBuffer = gl . createBuffer ( ) ;
287- var indices = _WebGL_makeIndexedBuffer ( mesh . c , mesh . a . indexSize ) ;
287+ var indices = _WebGL_makeIndexedBuffer ( mesh . c , mesh . a . __$ indexSize) ;
288288 gl . bindBuffer ( gl . ELEMENT_ARRAY_BUFFER , indexBuffer ) ;
289289 gl . bufferData ( gl . ELEMENT_ARRAY_BUFFER , indices , gl . STATIC_DRAW ) ;
290290 return {
@@ -294,7 +294,7 @@ function _WebGL_doBindSetup(gl, mesh) {
294294 } ;
295295 } else {
296296 return {
297- numIndices : mesh . a . elemSize * _WebGL_listLength ( mesh . b ) ,
297+ numIndices : mesh . a . __$ elemSize * _WebGL_listLength ( mesh . b ) ,
298298 indexBuffer : null ,
299299 buffers : { }
300300 } ;
@@ -383,12 +383,12 @@ var _WebGL_drawGL = F2(function (model, domNode) {
383383
384384 program = {
385385 glProgram : glProgram ,
386- attributes : Object . assign ( { } , entity . b . attributes , entity . c . attributes ) ,
386+ attributes : Object . assign ( { } , entity . __vert . attributes , entity . __frag . attributes ) ,
387387 uniformSetters : _WebGL_createUniformSetters (
388388 gl ,
389389 model ,
390390 glProgram ,
391- Object . assign ( { } , entity . b . uniforms , entity . c . uniforms )
391+ Object . assign ( { } , entity . __vert . uniforms , entity . __frag . uniforms )
392392 )
393393 } ;
394394
@@ -440,9 +440,9 @@ var _WebGL_drawGL = F2(function (model, domNode) {
440440
441441 if ( buffer . indexBuffer ) {
442442 gl . bindBuffer ( gl . ELEMENT_ARRAY_BUFFER , buffer . indexBuffer ) ;
443- gl . drawElements ( entity . d . a . mode , buffer . numIndices , gl . UNSIGNED_SHORT , 0 ) ;
443+ gl . drawElements ( entity . __mesh . a . __$ mode, buffer . numIndices , gl . UNSIGNED_SHORT , 0 ) ;
444444 } else {
445- gl . drawArrays ( entity . d . a . mode , 0 , buffer . numIndices ) ;
445+ gl . drawArrays ( entity . __mesh . a . __$ mode, 0 , buffer . numIndices ) ;
446446 }
447447
448448 _WebGL_listEach ( __WI_disableSetting ( model . __cache ) , entity . __settings ) ;
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