anchor.diff:      gl.enableVertexAttribArray(1);
       gl.enableVertexAttribArray(2);
       
  -    gl.bindBuffer(WebGL.ARRAY_BUFFER, buffers[_curBuffer]);
  +    gl.bindBuffer(WebGL.ARRAY_BUFFER, buffer);
       gl.bindBuffer(WebGL.ELEMENT_ARRAY_BUFFER, indices);
       gl.vertexAttribPointer(0, 2, WebGL.FLOAT, false, 32, 0);
       gl.vertexAttribPointer(1, 2, WebGL.FLOAT, false, 32, 8);
  
positive.code:         }
          _texChanged = false;
        }
  //      gl.bufferDataTyped(WebGL.ARRAY_BUFFER, new Float32List.view(verts.buffer, 0, _vOff), WebGL.DYNAMIC_DRAW);
        gl.bufferSubDataTyped(WebGL.ARRAY_BUFFER, 0, new Float32List.view(verts.buffer, 0, _vOff));
        gl.drawElements(WebGL.TRIANGLES, (_vOff ~/ 8 ~/ 4 * 6), WebGL.UNSIGNED_SHORT, 0);
      }
      _vOff = 0;
  
negative.code:   Vector4 color = new Vector4(1.0, 1.0, 1.0, 1.0);
    int _vOff = 0;
    int _vOffMax = 8 * BATCH_MAX_VERTS;
    
    
    //Max vertices we've actually used, we'll use this for buffer streaming so we dont use tons of vram
  