anchor.diff:                        | [path] -> printfn "using path: %s" path; path
                         | _      -> failwith "usage: Demo.exe | Demo.exe modelPath"
       
  -    let modelPath =  @"C:\Aardwork\scenes\bench2\1000_128_500_18.dae"
  +    //let modelPath =  @"C:\Aardwork\scenes\bench2\1000_128_500_18.dae"
   
       //let modelPath =  @"C:\Aardwork\scenes\bench2\8000_128_4000_6.dae"
   
  
positive.code: 
      let sg =
          sg |> Sg.effect [
                  Shader.pvLight |> toEffect
                  Shader.pvFrag  |> toEffect
                  //DefaultSurfaces.trafo |> toEffect
  //                DefaultSurfaces.pointSurface pointSize |> toEffect
                  //DefaultSurfaces.uniformColor color |> toEffect
                  //DefaultSurfaces.diffuseTexture |> toEffect
                  //DefaultSurfaces.simpleLighting |> toEffect
                ]
             |> Sg.viewTrafo (view |> Mod.map CameraView.viewTrafo)
             |> Sg.projTrafo proj.ProjectionTrafos.Mod
             //|> Sg.trafo (Mod.constant <| Trafo3d.ChangeYZ)
             //|> Sg.fillMode mode
             //|> Sg.blendMode (Mod.constant BlendMode.Blend)
             //|> normalizeTo (Box3d(-V3d.III, V3d.III))
      
  
      //Demo.AssimpExporter.save @"C:\Users\Schorsch\Desktop\quadScene\eigi.dae" sg
  
negative.code: 
                                  if m.TextureCoordinateChannelCount > 0 then
                                      let tc = m.TextureCoordinateChannels.[0]
                                      yield DefaultSemantic.DiffuseColorCoordinates, tc |> mapAttribute (fun v -> V2f(v.X, v.Y))
  
                              ]
  
  