anchor.diff:  
   		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
   
  -		if ( normalType ) {
  +		if ( normalType != Three.NoShading ) {
   
   			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
   
  
positive.code: 
  	}
  
  	bufferGuessUVType ( material ) {
  
  		// material must use some texture to require uvs
  
  
negative.code: 
  	}
  
  	bool bufferGuessVertexColorType ( material ) {
  
  		if ( (material.vertexColors != null) &&  (material.vertexColors != Three.NoColors) ) {
  
  