ate)
  var vao = gl.createVertexArray();

  // and make it the one we're currently working with
  gl.bindVertexArray(vao);

  // Turn on the attribute
  gl.enableVertexAttribArray(positionAttributeLocation);

  // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
  // Set Geometry.
  setGeometry(gl);

  // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
  var size = 2;          // 2 components per iteration
  var 