anchor.diff:      }
     }
   
  -  void _UpdatePerspective() {
  +  void UpdatePerspective() {
       VM.setPerspectiveMatrix(
           _mat, fov * Math.PI / 180.0, width / height, near, far);
       //m.setFrom(_mat);
  
positive.code:   //final VM.Matrix4 _pMatrix = new VM.Matrix4.identity();
    bool clearColorBuffer = true;
    bool clearDepthBuffer = true;
    List<DrawStats> stats = null;
    final Camera _camera;
    final Perspective _perspective;
  
negative.code:     } else {
        _gl.bindFramebuffer(WEBGL.FRAMEBUFFER, _framebuffer.framebuffer);
      }
      _gl.viewport(viewPortX, viewPortY, _perspective.width, _perspective.height);
  
      if (clearColorBuffer || clearDepthBuffer) {
        int mode = 0;
  