wip dynamic mesh
switch to buffer subdata
init returns false instead of null so property lookups dont throw
points are now a mesh
kill dead code
simplify unpacking, wip line mesh, mesh.bind, remove separate renderer for points
linemesh wip. coordinates are wrong...
shader experiment
fix linemesh indices
WIP rendertarget
add 1st simulation
RenderTarget.draw
remove unused functions and improve clamp
hide gl for multiple canvi
every rendertarget has its own scene graph
OMG optimized
fix lines actually being points
working offscreen rendering
remove renderbuffer
cleanup. keep RTT logic out of render targets WIP