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)