anchor.diff:    gl.Buffer indexBuffer;
     List<Mesh> meshes = [];
     int _visibleFlag = -1;
  -  bool complete = false;
     Matrix4 matrix = new Matrix4.identity();
     Lightmap lightmap;
     Skeleton _skeleton;  
  
positive.code:         var bonesAttrib = shader.attributes["bones"];
          ctx.enableVertexAttribArray(weightsAttrib.location);
          ctx.enableVertexAttribArray(bonesAttrib.location);
  //        ctx.vertexAttribPointer(weightsAttrib.location, 3, gl.FLOAT, false, stride, offset);
          ctx.vertexAttribPointer(weightsAttrib.location, 3, gl.FLOAT, false, stride, 48);
          ctx.vertexAttribPointer(bonesAttrib.location, 3, gl.FLOAT, false, stride, offset + 12);
        }
      }
  
negative.code:     }
    }
    
    
    drawInstances(gl.RenderingContext ctx, Matrix4 viewMatrix, Matrix4 projectionMatrix, int visibileFlag) {
      if(_visibleFlag > 0 && _visibleFlag < visibileFlag) {
        return;
      }
  