{
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer_2tris_indexex);
gl.enableVertexAttribArray(0);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, FLOAT_SIZE * 5, 0);
gl.vertexAttribPointer(1, 3, gl.FLOAT, false, FLOAT_SIZE * 5, FLOAT_SIZE * 2);
return md`Updating the buffers for indexed rendering.`;
}