     # The main glyph has the data, *this* glyph has the visuals.
     mainGlGlyph = mainGlyph.glglyph
     nvertices = mainGlGlyph.nvertices
-   
+
     # Upload data if we must. Only happens for main glyph.
     if mainGlGlyph.data_changed
       mainGlGlyph._baked_offset = [trans.dx, trans.dy]  # float32 precision workaround; used in _set_data() and below
       mainGlGlyph._set_data(nvertices)
       mainGlGlyph.data_changed = false
-    else if @glyph.radius? and (trans.sx != @last_trans.sx or trans.sy != @last_trans.sy)
+    else if @glyph._radius? and (trans.sx != @last_trans.sx or trans.sy != @last_trans.sy)
       # Keep screen radius up-to-date for circle glyph. Only happens when a radius is given
       @last_trans = trans
       @vbo_s.set_data(0, new Float32Array((s*2 for s in @glyph.sradius)))


      # Init array of implicit shape nx2
      n = @nvertices
      _x = new Float64Array(@glyph.x)
      _y = new Float64Array(@glyph.y)

      # Init vertex data
      V_position = Vp = new Float32Array(n*2)

    @prog.set_uniform('u_canvas_size', 'vec2', [trans.width, trans.height])
    @prog.set_uniform('u_offset', 'vec2', [trans.dx - baked_offset[0], trans.dy - baked_offset[1]])
    @prog.set_uniform('u_scale', 'vec2', [trans.sx, trans.sy])

    # Select buffers from main glyph
    # (which may be this glyph but maybe not if this is a (non)selection glyph)
    @prog.set_attribute('a_x', 'float', [mainGlGlyph.vbo_x, 0, 0])
