bindBuffers() {
        if(this._vao) {
            if(this.renderer._isWebGL2) {
                this.gl.bindVertexArray(this._vao);
            }
            else {
                this.renderer.extensions['OES_vertex_array_object'].bindVertexArrayOES(this._vao);
            }
        }
        else {
            // loop through our attributes to bind the buffers and set the attribute pointer
            for(const key in this.attributes) {
                if(!this.attributes[key].isActive) return;

                this.gl.enableVertexAttribArray(this.attributes[key].location);
                this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.attributes[key].buffer);
                this.gl.vertexAttribPointer(this.attributes[key].location, this.attributes[key].size, this.gl.FLOAT, false, 0, 0);
            }
        }

        // update current buffers ID
        this.renderer.state.currentGeometryID = this.definition.id;
    }
Used inside our draw call to set the correct plane buffers before drawing it
*