text: var utils = require('../../utils'),
      math = require('../../math'),
      CONST = require('../../const'),
      ObjectRenderer = require('../../renderers/webgl/utils/ObjectRenderer'),
      WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'),
      WebGLGraphicsData = require('./WebGLGraphicsData'),
      earcut = require('earcut');
  
  /**
   * Renders the graphics object.
   *
   * @class
   * @private
   * @memberof PIXI
   * @extends PIXI.ObjectRenderer
   * @param renderer {PIXI.WebGLRenderer} The renderer this object renderer works for.
   */
  function GraphicsRenderer(renderer)
  {
      ObjectRenderer.call(this, renderer);
  
      this.graphicsDataPool = [];
  
      this.primitiveShader = null;
      this.complexPrimitiveShader = null;
  
      /**
       * This is the maximum number of points a poly can contain before it is rendered as a complex polygon (using the stencil buffer)
       * @type {Number}
       */
      this.maximumSimplePolySize = 200;
  }
  
  GraphicsRenderer.prototype = Object.create(ObjectRenderer.prototype);
  GraphicsRenderer.prototype.constructor = GraphicsRenderer;
  module.exports = GraphicsRenderer;
  
  WebGLRenderer.registerPlugin('graphics', GraphicsRenderer);
  
  /**
   * Called when there is a WebGL context change
   *
   * @private
   *
   */
  GraphicsRenderer.prototype.onContextChange = function()
  {
  
  };
  
  /**
   * Destroys this renderer.
   *
   */
  GraphicsRenderer.prototype.destroy = function () {
      ObjectRenderer.prototype.destroy.call(this);
  
      for (var i = 0; i < this.graphicsDataPool.length; ++i) {
          this.graphicsDataPool[i].destroy();
      }
  
      this.graphicsDataPool = null;
  };
  
  /**
   * Renders a graphics object.
   *
   * @param graphics {PIXI.Graphics} The graphics object to render.
   */
  GraphicsRenderer.prototype.render = function(graphics)
  {
      var renderer = this.renderer;
      var gl = renderer.gl;
  
      var shader = renderer.shaderManager.plugins.primitiveShader,
          webGLData;
  
      if (graphics.dirty)
      {
          this.updateGraphics(graphics);
      }
  
      var webGL = graphics._webGL[gl.id];
  
      // This  could be speeded up for sure!
  
      renderer.blendModeManager.setBlendMode( graphics.blendMode );
  
  //    var matrix =  graphics.worldTransform.clone();
  //    var matrix =  renderer.currentRenderTarget.projectionMatrix.clone();
  //    matrix.append(graphics.worldTransform);
  
      for (var i = 0, n = webGL.data.length; i < n; i++)
      {
          webGLData = webGL.data[i];
  
          if (webGL.data[i].mode === 1)
          {
  
              renderer.stencilManager.pushStencil(graphics, webGLData);
  
              gl.uniform1f(renderer.shaderManager.complexPrimitiveShader.uniforms.alpha._location, graphics.worldAlpha * webGLData.alpha);
  
              // render quad..
              gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );
  
              renderer.stencilManager.popStencil(graphics, webGLData);
          }
          else
          {
  
              shader = renderer.shaderManager.primitiveShader;
  
              renderer.shaderManager.setShader( shader );//activatePrimitiveShader();
  
              gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true));
  
              gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, renderer.currentRenderTarget.projectionMatrix.toArray(true));
  
              gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint));
  
              gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha);
  
  
              gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
  
              gl.vertexAttribPointer(shader.attributes.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
              gl.vertexAttribPointer(shader.attributes.aColor, 4, gl.FLOAT, false,4 * 6, 2 * 4);
  
              // set the index buffer!
              gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
              gl.drawElements(gl.TRIANGLE_STRIP,  webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );
          }
  
          renderer.drawCount++;
      }
  };
  
  /**
   * Updates the graphics object
   *
   * @private
   * @param graphics {PIXI.Graphics} The graphics object to update
   */
  GraphicsRenderer.prototype.updateGraphics = function(graphics)
  {
      var gl = this.renderer.gl;
  
       // get the contexts graphics object
      var webGL = graphics._webGL[gl.id];
  
      // if the graphics object does not exist in the webGL context time to create it!
      if (!webGL)
      {
          webGL = graphics._webGL[gl.id] = {lastIndex:0, data:[], gl:gl};
      }
  
      // flag the graphics as not dirty as we are about to update it...
      graphics.dirty = false;
  
      var i;
  
      // if the user cleared the graphics object we will need to clear every object
      if (graphics.clearDirty)
      {
          graphics.clearDirty = false;
  
          // loop through and return all the webGLDatas to the object pool so than can be reused later on
          for (i = 0; i < webGL.data.length; i++)
          {
              var graphicsData = webGL.data[i];
              graphicsData.reset();
              this.graphicsDataPool.push( graphicsData );
          }
  
          // clear the array and reset the index..
          webGL.data = [];
          webGL.lastIndex = 0;
      }
  
      var webGLData;
  
      // loop through the graphics datas and construct each one..
      // if the object is a complex fill then the new stencil buffer technique will be used
      // other wise graphics objects will be pushed into a batch..
      for (i = webGL.lastIndex; i < graphics.graphicsData.length; i++)
      {
          var data = graphics.graphicsData[i];
  
          if (data.type === CONST.SHAPES.POLY)
          {
              // need to add the points the the graphics object..
              data.points = data.shape.points.slice();
              if (data.shape.closed)
              {
                  // close the poly if the value is true!
                  if (data.points[0] !== data.points[data.points.length-2] || data.points[1] !== data.points[data.points.length-1])
                  {
                      data.points.push(data.points[0], data.points[1]);
                  }
              }
  
              // MAKE SURE WE HAVE THE CORRECT TYPE..
              if (data.fill)
              {
                  if (data.points.length >= 6)
                  {
                      if (data.points.length < this.maximumSimplePolySize * 2)
                      {
                          webGLData = this.switchMode(webGL, 0);
  
                          var canDrawUsingSimple = this.buildPoly(data, webGLData);
  
                          if (!canDrawUsingSimple)
                          {
                              webGLData = this.switchMode(webGL, 1);
                              this.buildComplexPoly(data, webGLData);
                          }
  
                      }
                      else
                      {
                          webGLData = this.switchMode(webGL, 1);
                          this.buildComplexPoly(data, webGLData);
                      }
                  }
              }
  
              if (data.lineWidth > 0)
              {
                  webGLData = this.switchMode(webGL, 0);
                  this.buildLine(data, webGLData);
              }
          }
          else
          {
              webGLData = this.switchMode(webGL, 0);
  
              if (data.type === CONST.SHAPES.RECT)
              {
                  this.buildRectangle(data, webGLData);
              }
              else if (data.type === CONST.SHAPES.CIRC || data.type === CONST.SHAPES.ELIP)
              {
                  this.buildCircle(data, webGLData);
              }
              else if (data.type === CONST.SHAPES.RREC)
              {
                  this.buildRoundedRectangle(data, webGLData);
              }
          }
  
          webGL.lastIndex++;
      }
  
      // upload all the dirty data...
      for (i = 0; i < webGL.data.length; i++)
      {
          webGLData = webGL.data[i];
  
          if (webGLData.dirty)
          {
              webGLData.upload();
          }
      }
  };
  
  /**
   *
   *
   * @private
   * @param webGL {WebGLRenderingContext} the current WebGL drawing context
   * @param type {number} TODO @Alvin
   */
  GraphicsRenderer.prototype.switchMode = function (webGL, type)
  {
      var webGLData;
  
      if (!webGL.data.length)
      {
          webGLData = this.graphicsDataPool.pop() || new WebGLGraphicsData(webGL.gl);
          webGLData.mode = type;
          webGL.data.push(webGLData);
      }
      else
      {
          webGLData = webGL.data[webGL.data.length-1];
  
          if ((webGLData.points.length > 320000) || webGLData.mode !== type || type === 1)
          {
              webGLData = this.graphicsDataPool.pop() || new WebGLGraphicsData(webGL.gl);
              webGLData.mode = type;
              webGL.data.push(webGLData);
          }
      }
  
      webGLData.dirty = true;
  
      return webGLData;
  };
  
  /**
   * Builds a rectangle to draw
   *
   * @private
   * @param graphicsData {PIXI.Graphics} The graphics object containing all the necessary properties
   * @param webGLData {object} an object containing all the webGL-specific information to create this shape
   */
  GraphicsRenderer.prototype.buildRectangle = function (graphicsData, webGLData)
  {
      // --- //
      // need to convert points to a nice regular data
      //
      var rectData = graphicsData.shape;
      var x = rectData.x;
      var y = rectData.y;
      var width = rectData.width;
      var height = rectData.height;
  
      if (graphicsData.fill)
      {
          var color = utils.hex2rgb(graphicsData.fillColor);
          var alpha = graphicsData.fillAlpha;
  
          var r = color[0] * alpha;
          var g = color[1] * alpha;
          var b = color[2] * alpha;
  
          var verts = webGLData.points;
          var indices = webGLData.indices;
  
          var vertPos = verts.length/6;
  
          // start
          verts.push(x, y);
          verts.push(r, g, b, alpha);
  
          verts.push(x + width, y);
          verts.push(r, g, b, alpha);
  
          verts.push(x , y + height);
          verts.push(r, g, b, alpha);
  
          verts.push(x + width, y + height);
          verts.push(r, g, b, alpha);
  
          // insert 2 dead triangles..
          indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3);
      }
  
      if (graphicsData.lineWidth)
      {
          var tempPoints = graphicsData.points;
  
          graphicsData.points = [x, y,
                    x + width, y,
                    x + width, y + height,
                    x, y + height,
                    x, y];
  
  
          this.buildLine(graphicsData, webGLData);
  
          graphicsData.points = tempPoints;
      }
  };
  
  /**
   * Builds a rounded rectangle to draw
   *
   * @private
   * @param graphicsData {PIXI.Graphics} The graphics object containing all the necessary properties
   * @param webGLData {object} an object containing all the webGL-specific information to create this shape
   */
  GraphicsRenderer.prototype.buildRoundedRectangle = function (graphicsData, webGLData)
  {
      var rrectData = graphicsData.shape;
      var x = rrectData.x;
      var y = rrectData.y;
      var width = rrectData.width;
      var height = rrectData.height;
  
      var radius = rrectData.radius;
  
      var recPoints = [];
      recPoints.push(x, y + radius);
      this.quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height, recPoints);
      this.quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius, recPoints);
      this.quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y, recPoints);
      this.quadraticBezierCurve(x + radius, y, x, y, x, y + radius + 0.0000000001, recPoints);
  
      // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item.
      // TODO - fix this properly, this is not very elegant.. but it works for now.
  
      if (graphicsData.fill)
      {
          var color = utils.hex2rgb(graphicsData.fillColor);
          var alpha = graphicsData.fillAlpha;
  
          var r = color[0] * alpha;
          var g = color[1] * alpha;
          var b = color[2] * alpha;
  
          var verts = webGLData.points;
          var indices = webGLData.indices;
  
          var vecPos = verts.length/6;
  
          var triangles = earcut(recPoints, null, 2);
  
          var i = 0;
          for (i = 0; i < triangles.length; i+=3)
          {
              indices.push(triangles[i] + vecPos);
              indices.push(triangles[i] + vecPos);
              indices.push(triangles[i+1] + vecPos);
              indices.push(triangles[i+2] + vecPos);
              indices.push(triangles[i+2] + vecPos);
          }
  
          for (i = 0; i < recPoints.length; i++)
          {
              verts.push(recPoints[i], recPoints[++i], r, g, b, alpha);
          }
      }
  
      if (graphicsData.lineWidth)
      {
          var tempPoints = graphicsData.points;
  
          graphicsData.points = recPoints;
  
          this.buildLine(graphicsData, webGLData);
  
          graphicsData.points = tempPoints;
      }
  };
  
  /**
   * Calculate the points for a quadratic bezier curve. (helper function..)
   * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
   *
   * @private
   * @param fromX {number} Origin point x
   * @param fromY {number} Origin point x
   * @param cpX {number} Control point x
   * @param cpY {number} Control point y
   * @param toX {number} Destination point x
   * @param toY {number} Destination point y
   * @param [out] {number[]} The output array to add points into. If not passed, a new array is created.
   * @return {number[]} an array of points
   */
  GraphicsRenderer.prototype.quadraticBezierCurve = function (fromX, fromY, cpX, cpY, toX, toY, out)
  {
      var xa,
          ya,
          xb,
          yb,
          x,
          y,
          n = 20,
          points = out || [];
  
      function getPt(n1 , n2, perc) {
          var diff = n2 - n1;
  
          return n1 + ( diff * perc );
      }
  
      var j = 0;
      for (var i = 0; i <= n; i++ ) {
          j = i / n;
  
          // The Green Line
          xa = getPt( fromX , cpX , j );
          ya = getPt( fromY , cpY , j );
          xb = getPt( cpX , toX , j );
          yb = getPt( cpY , toY , j );
  
          // The Black Dot
          x = getPt( xa , xb , j );
          y = getPt( ya , yb , j );
  
          points.push(x, y);
      }
  
      return points;
  };
  
  /**
   * Builds a circle to draw
   *
   * @private
   * @param graphicsData {PIXI.Graphics} The graphics object to draw
   * @param webGLData {object} an object containing all the webGL-specific information to create this shape
   */
  GraphicsRenderer.prototype.buildCircle = function (graphicsData, webGLData)
  {
      // need to convert points to a nice regular data
      var circleData = graphicsData.shape;
      var x = circleData.x;
      var y = circleData.y;
      var width;
      var height;
  
      // TODO - bit hacky??
      if (graphicsData.type === CONST.SHAPES.CIRC)
      {
          width = circleData.radius;
          height = circleData.radius;
      }
      else
      {
          width = circleData.width;
          height = circleData.height;
      }
  
      var totalSegs = Math.floor(30 * Math.sqrt(circleData.radius)) || Math.floor(15 * Math.sqrt(circleData.width + circleData.height));
      var seg = (Math.PI * 2) / totalSegs ;
  
      var i = 0;
  
      if (graphicsData.fill)
      {
          var color = utils.hex2rgb(graphicsData.fillColor);
          var alpha = graphicsData.fillAlpha;
  
          var r = color[0] * alpha;
          var g = color[1] * alpha;
          var b = color[2] * alpha;
  
          var verts = webGLData.points;
          var indices = webGLData.indices;
  
          var vecPos = verts.length/6;
  
          indices.push(vecPos);
  
          for (i = 0; i < totalSegs + 1 ; i++)
          {
              verts.push(x,y, r, g, b, alpha);
  
              verts.push(x + Math.sin(seg * i) * width,
                         y + Math.cos(seg * i) * height,
                         r, g, b, alpha);
  
              indices.push(vecPos++, vecPos++);
          }
  
          indices.push(vecPos-1);
      }
  
      if (graphicsData.lineWidth)
      {
          var tempPoints = graphicsData.points;
  
          graphicsData.points = [];
  
          for (i = 0; i < totalSegs + 1; i++)
          {
              graphicsData.points.push(x + Math.sin(seg * i) * width,
                                       y + Math.cos(seg * i) * height);
          }
  
          this.buildLine(graphicsData, webGLData);
  
          graphicsData.points = tempPoints;
      }
  };
  
  /**
   * Builds a line to draw
   *
   * @private
   * @param graphicsData {PIXI.Graphics} The graphics object containing all the necessary properties
   * @param webGLData {object} an object containing all the webGL-specific information to create this shape
   */
  GraphicsRenderer.prototype.buildLine = function (graphicsData, webGLData)
  {
      // TODO OPTIMISE!
      var i = 0;
      var points = graphicsData.points;
  
      if (points.length === 0)
      {
          return;
      }
      // if the line width is an odd number add 0.5 to align to a whole pixel
      // commenting this out fixes #711 and #1620
      // if (graphicsData.lineWidth%2)
      // {
      //     for (i = 0; i < points.length; i++)
      //     {
      //         points[i] += 0.5;
      //     }
      // }
  
      // get first and last point.. figure out the middle!
      var firstPoint = new math.Point(points[0], points[1]);
      var lastPoint = new math.Point(points[points.length - 2], points[points.length - 1]);
  
      // if the first point is the last point - gonna have issues :)
      if (firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y)
      {
          // need to clone as we are going to slightly modify the shape..
          points = points.slice();
  
          points.pop();
          points.pop();
  
          lastPoint = new math.Point(points[points.length - 2], points[points.length - 1]);
  
          var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5;
          var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5;
  
          points.unshift(midPointX, midPointY);
          points.push(midPointX, midPointY);
      }
  
      var verts = webGLData.points;
      var indices = webGLData.indices;
      var length = points.length / 2;
      var indexCount = points.length;
      var indexStart = verts.length/6;
  
      // DRAW the Line
      var width = graphicsData.lineWidth / 2;
  
      // sort color
      var color = utils.hex2rgb(graphicsData.lineColor);
      var alpha = graphicsData.lineAlpha;
      var r = color[0] * alpha;
      var g = color[1] * alpha;
      var b = color[2] * alpha;
  
      var px, py, p1x, p1y, p2x, p2y, p3x, p3y;
      var perpx, perpy, perp2x, perp2y, perp3x, perp3y;
      var a1, b1, c1, a2, b2, c2;
      var denom, pdist, dist;
  
      p1x = points[0];
      p1y = points[1];
  
      p2x = points[2];
      p2y = points[3];
  
      perpx = -(p1y - p2y);
      perpy =  p1x - p2x;
  
      dist = Math.sqrt(perpx*perpx + perpy*perpy);
  
      perpx /= dist;
      perpy /= dist;
      perpx *= width;
      perpy *= width;
  
      // start
      verts.push(p1x - perpx , p1y - perpy,
                  r, g, b, alpha);
  
      verts.push(p1x + perpx , p1y + perpy,
                  r, g, b, alpha);
  
      for (i = 1; i < length-1; i++)
      {
          p1x = points[(i-1)*2];
          p1y = points[(i-1)*2 + 1];
  
          p2x = points[(i)*2];
          p2y = points[(i)*2 + 1];
  
          p3x = points[(i+1)*2];
          p3y = points[(i+1)*2 + 1];
  
          perpx = -(p1y - p2y);
          perpy = p1x - p2x;
  
          dist = Math.sqrt(perpx*perpx + perpy*perpy);
          perpx /= dist;
          perpy /= dist;
          perpx *= width;
          perpy *= width;
  
          perp2x = -(p2y - p3y);
          perp2y = p2x - p3x;
  
          dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y);
          perp2x /= dist;
          perp2y /= dist;
          perp2x *= width;
          perp2y *= width;
  
          a1 = (-perpy + p1y) - (-perpy + p2y);
          b1 = (-perpx + p2x) - (-perpx + p1x);
          c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);
          a2 = (-perp2y + p3y) - (-perp2y + p2y);
          b2 = (-perp2x + p2x) - (-perp2x + p3x);
          c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);
  
          denom = a1*b2 - a2*b1;
  
          if (Math.abs(denom) < 0.1 )
          {
  
              denom+=10.1;
              verts.push(p2x - perpx , p2y - perpy,
                  r, g, b, alpha);
  
              verts.push(p2x + perpx , p2y + perpy,
                  r, g, b, alpha);
  
              continue;
          }
  
          px = (b1*c2 - b2*c1)/denom;
          py = (a2*c1 - a1*c2)/denom;
  
  
          pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y);
  
  
          if (pdist > 140 * 140)
          {
              perp3x = perpx - perp2x;
              perp3y = perpy - perp2y;
  
              dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y);
              perp3x /= dist;
              perp3y /= dist;
              perp3x *= width;
              perp3y *= width;
  
              verts.push(p2x - perp3x, p2y -perp3y);
              verts.push(r, g, b, alpha);
  
              verts.push(p2x + perp3x, p2y +perp3y);
              verts.push(r, g, b, alpha);
  
              verts.push(p2x - perp3x, p2y -perp3y);
              verts.push(r, g, b, alpha);
  
              indexCount++;
          }
          else
          {
  
              verts.push(px , py);
              verts.push(r, g, b, alpha);
  
              verts.push(p2x - (px-p2x), p2y - (py - p2y));
              verts.push(r, g, b, alpha);
          }
      }
  
      p1x = points[(length-2)*2];
      p1y = points[(length-2)*2 + 1];
  
      p2x = points[(length-1)*2];
      p2y = points[(length-1)*2 + 1];
  
      perpx = -(p1y - p2y);
      perpy = p1x - p2x;
  
      dist = Math.sqrt(perpx*perpx + perpy*perpy);
      perpx /= dist;
      perpy /= dist;
      perpx *= width;
      perpy *= width;
  
      verts.push(p2x - perpx , p2y - perpy);
      verts.push(r, g, b, alpha);
  
      verts.push(p2x + perpx , p2y + perpy);
      verts.push(r, g, b, alpha);
  
      indices.push(indexStart);
  
      for (i = 0; i < indexCount; i++)
      {
          indices.push(indexStart++);
      }
  
      indices.push(indexStart-1);
  };
  
  /**
   * Builds a complex polygon to draw
   *
   * @private
   * @param graphicsData {PIXI.Graphics} The graphics object containing all the necessary properties
   * @param webGLData {object} an object containing all the webGL-specific information to create this shape
   */
  GraphicsRenderer.prototype.buildComplexPoly = function (graphicsData, webGLData)
  {
      //TODO - no need to copy this as it gets turned into a FLoat32Array anyways..
      var points = graphicsData.points.slice();
  
      if (points.length < 6)
      {
          return;
      }
  
      // get first and last point.. figure out the middle!
      var indices = webGLData.indices;
      webGLData.points = points;
      webGLData.alpha = graphicsData.fillAlpha;
      webGLData.color = utils.hex2rgb(graphicsData.fillColor);
  
      // calclate the bounds..
      var minX = Infinity;
      var maxX = -Infinity;
  
      var minY = Infinity;
      var maxY = -Infinity;
  
      var x,y;
  
      // get size..
      for (var i = 0; i < points.length; i+=2)
      {
          x = points[i];
          y = points[i+1];
  
          minX = x < minX ? x : minX;
          maxX = x > maxX ? x : maxX;
  
          minY = y < minY ? y : minY;
          maxY = y > maxY ? y : maxY;
      }
  
      // add a quad to the end cos there is no point making another buffer!
      points.push(minX, minY,
                  maxX, minY,
                  maxX, maxY,
                  minX, maxY);
  
      // push a quad onto the end..
  
      //TODO - this aint needed!
      var length = points.length / 2;
      for (i = 0; i < length; i++)
      {
          indices.push( i );
      }
  
  };
  
  /**
   * Builds a polygon to draw
   *
   * @private
   * @param graphicsData {PIXI.WebGLGraphicsData} The graphics object containing all the necessary properties
   * @param webGLData {object} an object containing all the webGL-specific information to create this shape
   */
  GraphicsRenderer.prototype.buildPoly = function (graphicsData, webGLData)
  {
      var points = graphicsData.points;
  
      if (points.length < 6)
      {
          return;
      }
  
      // get first and last point.. figure out the middle!
      var verts = webGLData.points;
      var indices = webGLData.indices;
  
      var length = points.length / 2;
  
      // sort color
      var color = utils.hex2rgb(graphicsData.fillColor);
      var alpha = graphicsData.fillAlpha;
      var r = color[0] * alpha;
      var g = color[1] * alpha;
      var b = color[2] * alpha;
  
      var triangles = earcut(points, null, 2);
  
      if (!triangles) {
          return false;
      }
  
      var vertPos = verts.length / 6;
  
      var i = 0;
  
      for (i = 0; i < triangles.length; i+=3)
      {
          indices.push(triangles[i] + vertPos);
          indices.push(triangles[i] + vertPos);
          indices.push(triangles[i+1] + vertPos);
          indices.push(triangles[i+2] +vertPos);
          indices.push(triangles[i+2] + vertPos);
      }
  
      for (i = 0; i < length; i++)
      {
          verts.push(points[i * 2], points[i * 2 + 1],
                     r, g, b, alpha);
      }
  
      return true;
  };
  