anchor.diff:  			}
   
   			_gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  -			_gl.bufferData( gl.ARRAY_BUFFER, normalArray, hint );
  +			_gl.bufferDataTyped( gl.ARRAY_BUFFER, normalArray, hint );
   
   		}
   
  
positive.code: 				_gl.bindTexture( gl.TEXTURE_2D, renderTarget.__webglTexture );
  				setTextureParameters( gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  
  				_gl.texImage2D( gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
  
  				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, gl.TEXTURE_2D );
  
  
negative.code: 			if ( offset_uv2 > 0 ) {
  
  				_gl.bindBuffer( gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  				_gl.bufferDataTyped( gl.ARRAY_BUFFER, uv2Array, hint );
  
  			}
  
  