drawImageFromBuffer(ptr, height, width) {
	        if (this.canvasRenderManager == undefined) {
	            throw Error("Do not have a canvas context, call bindCanvas first");
	        }
	        this.canvasRenderManager.draw(this.gpuBufferFromPtr(ptr), height, width);
	    }
Draw image from data in storage buffer.
@param ptr The GPU ptr
@param height The height of the image.
@param width The width of the image.