code: function( array ){
      var gl = this.gl;
      gl.bindBuffer( TGT, this.buffer );
      gl.bufferData( TGT, array, this.usage );
      gl.bindBuffer( TGT, null );
  
      this.byteLength = ( array.byteLength === undefined ) ? array : array.byteLength;
      this._computeLength();
    }
docs: Fill webgl buffer with the given data. You can also pass a uint  to allocate the buffer to the given size.
  @param {TypedArray|uint} array the data to send to the buffer, or a size.