func PCN(x, y, z, r, g, b, a, i, j, k float32) *Point {
	return &Point{P: mgl32.Vec3{x, y, z},
		C: mgl32.Vec4{r, g, b, a},
		N: mgl32.Vec3{i, j, k}.Normalize(),
		T: mgl32.Vec2{0, 0},
	}
}
/* Returns a point with x, y, z as its position,  r,g,b,a as red, green,
blue and alpha respectively and normal in the direction of normal of i,j,k */
Returns a point with x, y, z as its position,  r,g,b,a as red, green,
blue and alpha respectively and normal in the direction of normal of i,j,k
/ * Returns a point with x y z as its position r g b a as red green blue and alpha respectively and normal in the direction of normal of i j k * /
func PCN(x, y, z, r, g, b, a, i, j, k float32) *Point {
	return &Point{P: mgl32.Vec3{x, y, z},
		C: mgl32.Vec4{r, g, b, a},
		N: mgl32.Vec3{i, j, k}.Normalize(),
		T: mgl32.Vec2{0, 0},
	}
}
func PCN ( x , y , z , r , g , b , a , i , j , k float32 ) * Point { return & Point { P : mgl32 . Vec3 { x , y , z } , C : mgl32 . Vec4 { r , g , b , a } , N : mgl32 . Vec3 { i , j , k } . Normalize ( ) , T : mgl32 . Vec2 { 0 , 0 } , } }
Returns a point with x, y, z as its position,  r,g,b,a as red, green,
blue and alpha respectively and normal in the direction of normal of i,j,k
Returns a point with x y z as its position r g b a as red green blue and alpha respectively and normal in the direction of normal of i j k