anchor.diff:  
       member this.TryAdd (material: Material, mesh: Mesh) =
   
  -        material.Texture.Buffer.TryBufferData () |> ignore
  -        mesh.Position.TryBufferData () |> ignore
  -        mesh.Uv.TryBufferData () |> ignore
  -
  -        // TODO: What shall we do with transparent textures? :D
  -//        if material.Texture.Buffer.IsTransparent then
  -//            None
  -//        else
  -
           let addTexture (bucketLookup: Dictionary<TextureId, Texture * FRendererBucket>) texture = 
               let bucket =
                   match bucketLookup.TryGetValue (texture.Buffer.Id) with
  
positive.code: type VertexAttribute<'T> =
      {
          name: string
          mutable value: 'T
          mutable location: int
      }
  
      member this.Set value = this.value <- value
  
  type Shader =
      {
          programId: int
          mutable isInitialized: bool
  
negative.code:         IsWireframe: bool
      }
  
  [<ReferenceEquality>]
  type FRendererBucket =
      {
  