anchor.diff:  
   	}
   
  -	setProgram( camera, lights, fog, material, object ) {
  +	setProgram( WebGLCamera camera, List lights, Fog fog, WebGLMaterial material, object ) {
   
   		if ( material.needsUpdate ) {
   
  
positive.code: 
  		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  
  		if ( normalType ) {
  
  			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  
  
negative.code: 	}
  
  
  	int bufferGuessNormalType ( WebGLMaterial material ) {
  
  		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
  
  		if ( !material.needsNormals  ) {
  			return Three.NoShading;
  		}
  
  		if ( material.needsSmoothNormals ) {
  