anchor.diff:          Lookup: Dictionary<int, Dictionary<int, Texture2DBuffer option * RenderBucket>>
       }
   
  -    member this.Add (programId, textureId, texture, transformComp, position, uv) =
  +    member this.Add (programId, textureId, texture, transformComp, position, uv, color) =
           let textureLookup =
               match this.Lookup.TryGetValue (programId) with
               | true, lookup -> lookup
  
positive.code: 
      Renderer.enableDepth ()
  
      entityManager.ForEach<MeshComponent, MaterialComponent, TransformComponent> (fun ent meshComp materialComp transformComp ->
          let model = transformComp.Transform
  
          let mvp = (projection * view) |> Matrix4x4.Transpose
  
          match materialComp.ShaderProgramState with
          | ShaderProgramState.Loaded programId ->
              meshComp.Position.TryBufferData () |> ignore
              meshComp.Uv.TryBufferData () |> ignore
  
              Renderer.useProgram programId
  
              let uniformColor = Renderer.getUniformLocation programId "uni_color"
              let uniformProjection = Renderer.getUniformLocation programId "uni_projection"
  
              Renderer.setUniformProjection uniformProjection mvp
  
              meshComp.Position.Bind ()
              Renderer.bindPosition programId
  
              meshComp.Uv.Bind ()
              Renderer.bindUv programId
  
              match materialComp.Texture with
              | Some texture ->
                  Renderer.setTexture programId texture.Id
                  texture.Bind ()
              | _ -> ()
  
              Renderer.setUniformColor uniformColor (Color.FromArgb (255, int materialComp.Color.R, int materialComp.Color.G, int materialComp.Color.B) |> RenderColor.OfColor)
              Renderer.drawTriangles 0 meshComp.Position.Length
          | _ -> ()
      )
  
      Renderer.disableDepth ()
  
      entityManager.ForEach<MaterialComponent, WireframeComponent> (fun ent materialComp wireframeComp ->
  
          wireframeComp.Position.TryBufferData () |> ignore
  
negative.code:         Transforms: TransformComponent ResizeArray
          Positions: Vector3ArrayBuffer ResizeArray
          Uvs: Vector2ArrayBuffer ResizeArray
          Colors: Color ResizeArray
      }
  
  type RenderState =
  