drawable.prototype.make_buffer_pnu = function(pos_, normals_, uvs_, indices_){
	console.log("DEPRECATED");
	return;
	
	if(!this.shader){
		console.log("Trying to make a drawable with no shader.");
		return 0;
	}
	this.shader.bind();
	this.clear();
	this.type = DRAWABLE_PNU;
	this.tris = pos_.length / 3;
	this.numIndices = indices_.length;
	
	if((pos_.length / 3) != (normals_.length / 3) || (pos_.length / 3) != (uvs_.length / 2)){
		console.log("Length of pos, normals, and UVs not equal.");
		return 0; // Mangled up data.
	}
	
	// I'm sure this could be optimized a bit more.  As in using a single buffer for PNU data.  I'll deal with it when I made a dae->JS-array converter.
	
	this.bufPos = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pos_), gl.STATIC_DRAW);
	
	this.bufNorm = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNorm);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals_), gl.STATIC_DRAW);
	
	this.bufUv = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, this.bufUv);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(uvs_), gl.STATIC_DRAW);
	

	this.bufIndices = gl.createBuffer();
	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIndices);
	gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices_), gl.STATIC_DRAW);
	
	this.ok = 1;
	
	/*console.log("pos", pos_);
	console.log("norm", normals_);
	console.log("uv", uvs_);
	console.log("indices", indices_);/**/
	
	return 1;
}






	if(this.shader.aPos != -1){
		gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos);
		gl.vertexAttribPointer(this.shader.aPos, 3, gl.FLOAT, false, 0, 0);
	}//else console.log("no aPos");
	if(this.shader.aNorm != -1){
		gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNorm);
		gl.vertexAttribPointer(this.shader.aNorm, 3, gl.FLOAT, false, 0, 0);
	}//else console.log("no aNorm");
	if(this.shader.aUv != -1){
		gl.bindBuffer(gl.ARRAY_BUFFER, this.bufUv);
		gl.vertexAttribPointer(this.shader.aUv, 2, gl.FLOAT, false, 0, 0);
	}//else console.log("no aUv");

	if(this.shader.uDiff){
		gl.activeTexture(gl.TEXTURE0);
		gl.bindTexture(gl.TEXTURE_2D, tex.id);
		gl.uniform1i(this.shader.uDiff, 0);/**/
	}
