func P(x, y, z float32) *Point {
	return &Point{P: mgl32.Vec3{x, y, z},
		C: mgl32.Vec4{1, 1, 1, 1},
		N: mgl32.Vec3{0, 0, 1},
		T: mgl32.Vec2{0, 0},
	}
}
/* Returns a point with x, y, z as its position with white color and normal in the
positive z axis */
Returns a point with x, y, z as its position with white color and normal in the
positive z axis
/ * Returns a point with x y z as its position with white color and normal in the positive z axis * /
func P(x, y, z float32) *Point {
	return &Point{P: mgl32.Vec3{x, y, z},
		C: mgl32.Vec4{1, 1, 1, 1},
		N: mgl32.Vec3{0, 0, 1},
		T: mgl32.Vec2{0, 0},
	}
}
func P ( x , y , z float32 ) * Point { return & Point { P : mgl32 . Vec3 { x , y , z } , C : mgl32 . Vec4 { 1 , 1 , 1 , 1 } , N : mgl32 . Vec3 { 0 , 0 , 1 } , T : mgl32 . Vec2 { 0 , 0 } , } }
Returns a point with x, y, z as its position with white color and normal in the
positive z axis
Returns a point with x y z as its position with white color and normal in the positive z axis