code: function MeshGeom(gl, float32Allocator, uint16Allocator) {
    BaseGeom.call(this, gl);
    this._indexedVAs = [ ];
    this._float32Allocator = float32Allocator;
    this._uint16Allocator = uint16Allocator;
    this._remainingVerts = null;
    this._remainingIndices = null;
  }
docs: an (indexed) mesh geometry container ------------------------------------------------------------------------  stores the vertex data in interleaved format. not doing so has severe performance penalties in WebGL, and severe means orders of magnitude slower than using an interleaved array.  the vertex data is stored in the following format;  Px Py Pz Nx Ny Nz Cr Cg Cb Ca Id  , where P is the position, N the normal and C the color information of the vertex.  Uint16 index buffer limit -----------------------------------------------------------------------  In WebGL, index arrays are restricted to uint16. The largest possible index value is smaller than the number of vertices required to display larger molecules. To work around this, MeshGeom allows to split the render geometry across multiple indexed vertex arrays.