{
const uniforms = {
aspectR: useAspectRatio? gl.canvas.width / gl.canvas.height : 1
};
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(programInfo.program);
bufferInfoArray.forEach((bufferInfo)=> {
twgl.setUniforms(programInfo, uniforms);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.drawBufferInfo(gl, bufferInfo);
}
);
return gl.canvas
}