ttribute
  gl.enableVertexAttribArray(positionAttributeLocation);

  // Create a buffer
  var positionBuffer = gl.createBuffer();

  // 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 = 3;          // 3 components per iteration
  var type = gl.FLOAT;   // the data is 32bit floats
  var normalize = false; // don