anchor.diff:      let n = sizeof<float32>
       GL.BufferData(BufferTarget.ArrayBuffer, nativeint(Aabb.normalData.Length * n), Aabb.normalData, BufferUsageHint.StaticDraw)
       GL.EnableVertexAttribArray(vertexNormal)
  -    GL.VertexAttribPointer(vertexNormal, 4, VertexAttribPointerType.Float, false, n, 0)
  +    GL.VertexAttribPointer(vertexNormal, 4, VertexAttribPointerType.Float, false, n * 4, 0)
       GL.BindAttribLocation(program, vertexNormal, "vertex_normal")
   
       let color =
  
positive.code:     let n = sizeof<float>
      GL.BufferData(BufferTarget.ArrayBuffer, nativeint(data.Length * n), data, BufferUsageHint.StaticDraw)
      GL.EnableVertexAttribArray(vertexPosition)
      GL.VertexAttribPointer(vertexPosition, 4, VertexAttribPointerType.Double, false, n, 0)
      GL.BindAttribLocation(program, vertexPosition, "vertex_position")
  
      let normals =
  
negative.code:     let colors = Seq.collect Enumerable.Repeat [ colorData, data.Length / 4 + 1 ] |> Seq.concat |> Array.ofSeq
      GL.BufferData(BufferTarget.ArrayBuffer, nativeint(data.Length * n), colors, BufferUsageHint.StaticDraw)
      GL.EnableVertexAttribArray(vertexColor)
      GL.VertexAttribPointer(vertexColor, 4, VertexAttribPointerType.Float, false, n * 4, 0)
      GL.BindAttribLocation(program, vertexColor, "vertex_color")
  
      let indices =
  