Some terms about mesh api

All these terms have to do with certain phases and operations of graphic APIs. I’ll try to explain in a high level way: to be able to render anything on the screen, we need to do several operations. One of these is binding certain buffers to the GPU so that it knows what vertices it needs to draw. Once the binding is done, then we can invoke the API to draw what has been bound. We can draw things only once, but sometimes we need multiple drawing passes to acheive certain effects (one example would be culling with transparency). So the order of operations would be:

You can learn a bit more about what each of these steps mean here: WebGL Fundamentals and here: Raw WebGL (alain.xyz)