anchor.diff:  
       gl.drawElements(TRIANGLES, maxSprites, UNSIGNED_SHORT, 0);
   
  +
       reset();
     }
   
     end() {
  -    print("End");
       flush();
       if(spritesTotal > maxSprites) {
         maxSprites = spritesTotal;
         rebuildBuffer();
  -      print(maxSprites);
       }
       spritesTotal = 0;
     }
  
positive.code:   }
  
    flush() {
      print("Flush batch");
      gl.bindBuffer(ARRAY_BUFFER, vertexBuffer);
      gl.bufferData(ARRAY_BUFFER, vertices, DYNAMIC_DRAW);
  
      //offsets and strides are by byte, thus multiplied by 4
      gl.vertexAttribPointer(shaderProgram.attributes[vertPosAttrib], 3, FLOAT, false, vertexSize * 4, 0);
  
negative.code:       indices[i + 3] = j + 2;
        indices[i + 4] = j + 3;
        indices[i + 5] = j + 1;
      }
  
      gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer);
  