anchor.diff:      FlagColorUniform: GLint;
   
       CoordsBuffer: GLuint;
  -    MirroredUVBuffers: array[0..3] of GLuint;
  +    MirroredUVBuffer: GLuint;
   
       procedure SetupUVBuffer;
  +    procedure SetupCoordsBuffer;
   
     public
  +    constructor Create;
       destructor Destroy; override;
       procedure Init;
   
  
positive.code: 
  procedure TLocalState.StartDrawingSprites;
  begin
    //glBindVertexArray(0);
    //glEnableVertexAttribArray(COORDS_ATTRIB_LOCATION);
    //glEnableVertexAttribArray(UV_ATTRIB_LOCATION);
  end;
  
  procedure TLocalState.RenderSprite(ASprite: TGLSprite; dim: integer; mir: UInt8);
  
negative.code: 
    Assert(Assigned(CurrentContextState), 'no current context state');
  
  
    glBindVertexArray(CurrentContextState.SpriteVAO);
  
  
    glEnableVertexAttribArray(COORDS_ATTRIB_LOCATION);
  