text: //
  // initBuffers
  //
  // Initialize the buffers we'll need. For this demo, we just
  // have one object -- a simple three-dimensional cube.
  //
  function initBuffers(gl) {
      allBuffers = [];
      models.forEach(function(model){
    
            newPositions = [];
            newCoords = [];
            newIndices = [];
    
            parsedModel = Content.wavefrontObjParser(model);
            //console.log(parsedModel);
            newPositions = [].concat.apply([], parsedModel.vertices);
            //console.log(newPositions);
    
            // Create a buffer for the cube's vertex positions.
    
            var positionBuffer = gl.createBuffer();
    
            // Select the positionBuffer as the one to apply buffer
            // operations to from here out.
    
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(newPositions), gl.STATIC_DRAW);
    
            newCoords = [].concat.apply([], parsedModel.texturecoords);
            //console.log(newCoords);
    
            var textureCoordBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(newCoords),
                          gl.STATIC_DRAW);
    
            // Build the element array buffer; this specifies the indices
            // into the vertex arrays for each face's vertices.
    
            newIndices = [].concat.apply([], parsedModel.indices);
            //console.log(newIndices);
    
            var indexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
                new Uint16Array(newIndices), gl.STATIC_DRAW);
    
            
    
            /* return {
              position: positionBuffer,
              textureCoord: textureCoordBuffer,
              indices: indexBuffer,
            }; */
            allBuffers.push({
              position: positionBuffer,
              textureCoord: textureCoordBuffer,
              indices: indexBuffer,
              count : newPositions.length
            });
      });
      return allBuffers; 
    }