<!-- NEW7 — TEST 7 · THE WOVEN CITY · part 347 -->
							}

						} else {

							for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

								enableAttribute( programAttribute.location + i );

							}

						}

						gl.bindBuffer( gl.ARRAY_BUFFER, buffer );

						for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

							vertexAttribPointer(
								programAttribute.location + i,
								size / programAttribute.locationSize,
								type,
								normalized,
								size * bytesPerElement,
								( size / programAttribute.locationSize ) * i * bytesPerElement,
								integer
							);

						}

					}

				} else if ( materialDefaultAttributeValues !== undefined ) {

					const value = materialDefaultAttributeValues[ name ];

					if ( value !== undefined ) {

						switch ( value.length ) {

							case 2:
								gl.vertexAttrib2fv( programAttribute.location, value );
								break;

							case 3:
								gl.vertexAttrib3fv( programAttribute.location, value );
								break;

							case 4:
								gl.vertexAttrib4fv( programAttribute.location, value );
								break;

							default:
								gl.vertexAttrib1fv( programAttribute.location, value );

						}

					}

				}

			}

		}

		disableUnusedAttributes();

	}

	function dispose() {

		reset();

		for ( const geometryId in bindingStates ) {

			const objectMap = bindingStates[ geometryId ];

			for ( const objectId in objectMap ) {

				const programMap = objectMap[ objectId ];

				for ( const programId in programMap ) {

					const stateMap = programMap[ programId ];

					for ( const wireframe in stateMap ) {

						deleteVertexArrayObject( stateMap[ wireframe ].object );

						delete stateMap[ wireframe ];

					}

					delete programMap[ programId ];

				}

			}

			delete bindingStates[ geometryId ];

		}

	}

	function releaseStatesOfGeometry( geometry ) {

		if ( bindingStates[ geometry.id ] === undefined ) return;

		const objectMap = bindingStates[ geometry.id ];

		for ( const objectId in objectMap ) {

			const programMap = objectMap[ objectId ];

			for ( const programId in programMap ) {

				const stateMap = programMap[ programId ];

				for ( const wireframe in stateMap ) {

					deleteVertexArrayObject( stateMap[ wireframe ].object );

					delete stateMap[ wireframe ];

				}

				delete programMap[ programId ];

			}

		}

		delete bindingStates[ geometry.id ];

	}

	function releaseStatesOfProgram( program ) {

		for ( const geometryId in bindingStates ) {

			const objectMap = bindingStates[ geometryId ];

			for ( const objectId in objectMap ) {

				const programMap = objectMap[ objectId ];

				if ( programMap[ program.id ] === undefined ) continue;

				const stateMap = programMap[ program.id ];

				for ( const wireframe in stateMap ) {

					deleteVertexArrayObject( stateMap[ wireframe ].object );

					delete stateMap[ wireframe ];

				}

				delete programMap[ program.id ];

			}

		}

	}

	function releaseStatesOfObject( object ) {

		for ( const geometryId in bindingStates ) {

			const objectMap = bindingStates[ geometryId ];

			const objectId = ( object.isInstancedMesh === true ) ? object.id : 0;

			const programMap = objectMap[ objectId ];

			if ( programMap === undefined ) continue;

			for ( const programId in programMap ) {

				const stateMap = programMap[ programId ];

				for ( const wireframe in stateMap ) {

					deleteVertexArrayObject( stateMap[ wireframe ].object );

					delete stateMap[ wireframe ];

				}

				delete programMap[ programId ];

			}

			delete objectMap[ objectId ];

			if ( Object.keys( objectMap ).length === 0 ) {

				delete bindingStates[ geometryId ];

			}

		}

	}


	function reset() {

		resetDefaultState();
		forceUpdate = true;

		if ( currentState === defaultState ) return;

		currentState = defaultState;
		bindVertexArrayObject( currentState.object );

	}

	// for backward-compatibility

	function resetDefaultState() {

		defaultState.geometry = null;
		defaultState.program = null;
		defaultState.wireframe = false;

	}

	return {

		setup: setup,
		reset: reset,
		resetDefaultState: resetDefaultState,
		dispose: dispose,
		releaseStatesOfGeometry: releaseStatesOfGeometry,
		releaseStatesOfObject: releaseStatesOfObject,
		releaseStatesOfProgram: releaseStatesOfProgram,

		initAttributes: initAttributes,
		enableAttribute: enableAttribute,
		disableUnusedAttributes: disableUnusedAttributes

	};

}

function WebGLBufferRenderer( gl, extensions, info ) {

	let mode;

	function setMode( value ) {

		mode = value;

	}

	function render( start, count ) {

		gl.drawArrays( mode, start, count );

		info.update( count, mode, 1 );

	}

	function renderInstances( start, count, primcount ) {

		if ( primcount === 0 ) return;

		gl.drawArraysInstanced( mode, start, count, primcount );

		info.update( count, mode, primcount );

	}

	function renderMultiDraw( starts, counts, drawCount ) {

		if ( drawCount === 0 ) return;

		const extension = extensions.get(