{
const uniforms = {
aspect: sceneParameters.useAspectRatio? gl.canvas.width / gl.canvas.height : 1,
modelMatrix: modelMatrix
};
const bufferInfoArray = vertexAttributes.map((d)=>twgl.createBufferInfoFromArrays(gl, d));
gl.useProgram(programInfo.program);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.clearColor(...hex2rgb(sceneParameters.color),1.0);
twgl.setUniforms(programInfo, uniforms);
bufferInfoArray.forEach((bufferInfo)=> {
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.drawBufferInfo(gl, bufferInfo, gl.TRIANGLES);
}
);
return gl.canvas;
}