src/js/libpannellum.js
function multiresDraw() {
        if (!program.drawInProgress) {
            program.drawInProgress = true;
            gl.clear(gl.COLOR_BUFFER_BIT);
            for ( var i = 0; i < program.currentNodes.length; i++ ) {
                if (program.currentNodes[i].textureLoaded > 1) {
                    //var color = program.currentNodes[i].color;
                    //gl.uniform4f(program.colorUniform, color[0], color[1], color[2], 1.0);
                    
                    // Bind vertex buffer and pass vertices to WebGL
                    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertBuf);
                    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(program.currentNodes[i].vertices), gl.STATIC_DRAW);
                    gl.vertexAttribPointer(program.vertPosLocation, 3, gl.FLOAT, false, 0, 0);
                    
                    // Prep for texture
                    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertTexCoordBuf);
                    gl.vertexAttribPointer(program.texCoordLocation, 2, gl.FLOAT, false, 0, 0);
                    
                    // Bind texture and draw tile
                    gl.bindTexture(gl.TEXTURE_2D, program.currentNodes[i].texture); // Bind program.currentNodes[i].texture to TEXTURE0
                    gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
                }
            }
            program.drawInProgress = false;
        }
    }
function multiresDraw() {
        if (!program.drawInProgress) {
            program.drawInProgress = true;
            gl.clear(gl.COLOR_BUFFER_BIT);
            for ( var i = 0; i < program.currentNodes.length; i++ ) {
                if (program.currentNodes[i].textureLoaded > 1) {
                    //var color = program.currentNodes[i].color;
                    //gl.uniform4f(program.colorUniform, color[0], color[1], color[2], 1.0);
                    
                    // Bind vertex buffer and pass vertices to WebGL
                    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertBuf);
                    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(program.currentNodes[i].vertices), gl.STATIC_DRAW);
                    gl.vertexAttribPointer(program.vertPosLocation, 3, gl.FLOAT, false, 0, 0);
                    
                    // Prep for texture
                    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertTexCoordBuf);
                    gl.vertexAttribPointer(program.texCoordLocation, 2, gl.FLOAT, false, 0, 0);
                    
                    // Bind texture and draw tile
                    gl.bindTexture(gl.TEXTURE_2D, program.currentNodes[i].texture); // Bind program.currentNodes[i].texture to TEXTURE0
                    gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
                }
            }
            program.drawInProgress = false;
        }
    }
Draws multires nodes.
@private