anchor.diff:    
     SpriteBatch(this.gl, {int width: 1, int height: 1}) {
       _shader = getBatchShader(gl);
  -    
  -    for (int i = 0; i < BUFFER_COUNT; i++) {
  -      buffers[i] = gl.createBuffer();
  -      gl.bindBuffer(WebGL.ARRAY_BUFFER, buffers[i]);
  -      gl.bufferData(WebGL.ARRAY_BUFFER, verts.lengthInBytes, WebGL.DYNAMIC_DRAW);
  -    }
  +    buffer = gl.createBuffer();
       
       //Generate indices
       var indData = new Uint16List(6 * BATCH_MAX_VERTS ~/ 4);
  
positive.code:   Vector4 color = new Vector4(1.0, 1.0, 1.0, 1.0);
    int _vOff = 0;
    int _vOffMax = 8 * BATCH_MAX_VERTS;
    int _curBuffer = 0;
    
    
    //Max vertices we've actually used, we'll use this for buffer streaming so we dont use tons of vram
  
negative.code:     gl.disableVertexAttribArray(1);
      gl.disableVertexAttribArray(2);
      _rendering = false;
    }
    
    void flush() {
  