export class Mesh { constructor(gl, dims) { this.posbuffer = gl.createBuffer(); this.dimensions = dims; } add_positions(gl, positions) { gl.bindBuffer(gl.ARRAY_BUFFER, this.posbuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); } addattrib(gl, shader, buffer, components, type, normalized, stride, offset) { gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.vertexAttribPointer( shader.attribs.position, components, type, normalized, stride, offset); gl.enableVertexAttribArray(shader.attribs.position); } }