draw

fun AG.draw(batch: AGBatch)
fun AG.draw(batch: AGMultiBatch)
fun AG.draw(frameBuffer: AGFrameBuffer, vertexData: AGVertexArrayObject, program: Program, drawType: AGDrawType, vertexCount: Int, indices: AGBuffer? = null, indexType: AGIndexType = AGIndexType.USHORT, drawOffset: Int = 0, blending: AGBlending = AGBlending.NORMAL, uniformBlocks: UniformBlocksBuffersRef = UniformBlocksBuffersRef.EMPTY, textureUnits: AGTextureUnits = AGTextureUnits.EMPTY, stencilRef: AGStencilReference = AGStencilReference.DEFAULT, stencilOpFunc: AGStencilOpFunc = AGStencilOpFunc.DEFAULT, colorMask: AGColorMask = AGColorMask.ALL_ENABLED, depthAndFrontFace: AGDepthAndFrontFace = AGDepthAndFrontFace.DEFAULT, scissor: AGScissor = AGScissor.NIL, cullFace: AGCullFace = AGCullFace.NONE, instances: Int = 1)