anchor.diff:  
   ////////
   
  -let render (mvp: Matrix4x4) (entityManager: EntityManager) =
  -    entityManager.ForEach<MeshComponent, MaterialComponent> (fun ent meshComp materialComp ->
  +let render (modelView: Matrix4x4) (entityManager: EntityManager) =
  +    entityManager.ForEach<MeshComponent, MaterialComponent, TransformComponent> (fun ent meshComp materialComp transformComp ->
  +
  +        let model = transformComp.Transform
  +
  +        let mvp = modelView * model |> Matrix4x4.Transpose
  +
           match meshComp.State, materialComp.TextureState, materialComp.ShaderProgramState with
  -        | MeshState.Loaded bufferId, TextureState.Loaded textureId, ShaderProgramState.Loaded programId ->
  -            ()
  +        | MeshState.Loaded mesh, TextureState.Loaded textureId, ShaderProgramState.Loaded programId ->
  +
  +            Renderer.useProgram programId
  +
  +            let uniformColor = Renderer.getUniformColor programId
  +            let uniformProjection = Renderer.getUniformProjection programId
  +
  +            Renderer.setUniformProjection uniformProjection mvp
  +            Renderer.setTexture programId textureId
  +
  +            Renderer.bindVbo mesh.PositionBufferId
  +            Renderer.bindPosition programId
  +
  +            Renderer.bindVbo mesh.UvBufferId
  +            Renderer.bindUv programId
  +
  +            Renderer.bindTexture textureId
  +
  +            Renderer.setUniformColor uniformColor (RenderColor.OfColor materialComp.Color)
  +            Renderer.drawTriangles 0 mesh.PositionBufferLength
  +
           | _ -> ()
       )
   
  
positive.code:                     |> Option.iter (fun transformComp ->
                          let mutable invertedTransform = transformComp.Transform
                          Matrix4x4.Invert(transformComp.Transform, &invertedTransform) |> ignore
  
                          let mvp = (projection * invertedTransform * model) |> Matrix4x4.Transpose
  
                          Renderer.enableDepth ()
  
                          render mvp entityManager
  
                          Renderer.disableDepth ()
                      )
  
negative.code:                 Renderer.clear ()
  
                  let projection = Matrix4x4.CreatePerspectiveFieldOfView (1.f, (16.f / 9.f), 1.f, System.Single.MaxValue) |> Matrix4x4.Transpose
  
                  entityManager.TryFind<CameraComponent> (fun _ _ -> true)
                  |> Option.iter (fun (ent, cameraComp) ->
  