.createBindGroup({
      label: 'bind group for object',
      layout: pipeline.getBindGroupLayout(0),
      entries: [
        { binding: 0, resource: { buffer: uniformBuffer }},
      ],
    });

    objectInfos.push({
      uniformBuffer,
      uniformValues,
      matrixValue,
      bindGroup,
    });
  }

  const { vertexData, numVertices } = createFVertices();
  const vertexBuffer = device.createBuffer({
    label: 'vertex buffer vertices',
    size: vertexData.byteLength,
    usage: GPUBufferUsage.VE