<!-- SOLUV · part 359 -->
if ( geometry.index !== null ) {

			attributes.remove( geometry.index );

		}

		for ( const name in geometry.attributes ) {

			attributes.remove( geometry.attributes[ name ] );

		}

		geometry.removeEventListener( 'dispose', onGeometryDispose );

		delete geometries[ geometry.id ];

		const attribute = wireframeAttributes.get( geometry );

		if ( attribute ) {

			attributes.remove( attribute );
			wireframeAttributes.delete( geometry );

		}

		bindingStates.releaseStatesOfGeometry( geometry );

		if ( geometry.isInstancedBufferGeometry === true ) {

			delete geometry._maxInstanceCount;

		}

		//

		info.memory.geometries --;

	}

	function get( object, geometry ) {

		if ( geometries[ geometry.id ] === true ) return geometry;

		geometry.addEventListener( 'dispose', onGeometryDispose );

		geometries[ geometry.id ] = true;

		info.memory.geometries ++;

		return geometry;

	}

	function update( geometry ) {

		const geometryAttributes = geometry.attributes;

		// Updating index buffer in VAO now. See WebGLBindingStates.

		for ( const name in geometryAttributes ) {

			attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );

		}

	}

	function updateWireframeAttribute( geometry ) {

		const indices = [];

		const geometryIndex = geometry.index;
		const geometryPosition = geometry.attributes.position;
		let version = 0;

		if ( geometryPosition === undefined ) {

			return;

		}

		if ( geometryIndex !== null ) {

			const array = geometryIndex.array;
			version = geometryIndex.version;

			for ( let i = 0, l = array.length; i < l; i += 3 ) {

				const a = array[ i + 0 ];
				const b = array[ i + 1 ];
				const c = array[ i + 2 ];

				indices.push( a, b, b, c, c, a );

			}

		} else {

			const array = geometryPosition.array;
			version = geometryPosition.version;

			for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

				const a = i + 0;
				const b = i + 1;
				const c = i + 2;

				indices.push( a, b, b, c, c, a );

			}

		}

		// check whether a 32 bit or 16 bit buffer is required to store the indices
		// account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
		const attribute = new ( geometryPosition.count >= 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
		attribute.version = version;

		// Updating index buffer in VAO now. See WebGLBindingStates

		//

		const previousAttribute = wireframeAttributes.get( geometry );

		if ( previousAttribute ) attributes.remove( previousAttribute );

		//

		wireframeAttributes.set( geometry, attribute );

	}

	function getWireframeAttribute( geometry ) {

		const currentAttribute = wireframeAttributes.get( geometry );

		if ( currentAttribute ) {

			const geometryIndex = geometry.index;

			if ( geometryIndex !== null ) {

				// if the attribute is obsolete, create a new one

				if ( currentAttribute.version < geometryIndex.version ) {

					updateWireframeAttribute( geometry );

				}

			}

		} else {

			updateWireframeAttribute( geometry );

		}

		return wireframeAttributes.get( geometry );

	}

	return {

		get: get,
		update: update,

		getWireframeAttribute: getWireframeAttribute

	};

}

function WebGLIndexedBufferRenderer( gl, extensions, info ) {

	let mode;

	function setMode( value ) {

		mode = value;

	}

	let type, bytesPerElement;

	function setIndex( value ) {

		type = value.type;
		bytesPerElement = value.bytesPerElement;

	}

	function render( start, count ) {

		gl.drawElements( mode, count, type, start * bytesPerElement );

		info.update( count, mode, 1 );

	}

	function renderInstances( start, count, primcount ) {

		if ( primcount === 0 ) return;

		gl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount );

		info.update( count, mode, primcount );

	}

	function renderMultiDraw( starts, counts, drawCount ) {

		if ( drawCount === 0 ) return;

		const extension = extensions.get( 'WEBGL_multi_draw' );
		extension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount );

		let elementCount = 0;
		for ( let i = 0; i < drawCount; i ++ ) {

			elementCount += counts[ i ];

		}

		info.update( elementCount, mode, 1 );


	}

	//

	this.setMode = setMode;
	this.setIndex = setIndex;
	this.render = render;
	this.renderInstances = renderInstances;
	this.renderMultiDraw = renderMultiDraw;

}

function WebGLInfo( gl ) {

	const memory = {
		geometries: 0,
		textures: 0
	};

	const render = {
		frame: 0,
		calls: 0,
		triangles: 0,
		points: 0,
		lines: 0
	};

	function update( count, mode, instanceCount ) {

		render.calls ++;

		switch ( mode ) {

			case gl.TRIANGLES:
				render.triangles += instanceCount * ( count / 3 );
				break;

			case gl.LINES:
				render.lines += instanceCount * ( count / 2 );
				break;

			case gl.LINE_STRIP:
				render.lines += instanceCount * ( count - 1 );
				break;

			case gl.LINE_LOOP:
				render.lines += instanceCount * count;
				break;

			case gl.POINTS:
				render.points += instanceCount * c