 camera.position = Vec3.fromValues(0, 0, 80)
 camera.target = Vec3.fromValues(0, 0, 0)
 
+# mesh.rotation = [0.3, 0.3, 0.3]
+
+tick = 0
 
 render = ->
+  tick += 1
   device.clear()
 
   # X

          @drawBLine(projectedC.screen, projectedA.screen)
      else
        for face, faceIndex in mesh.faces
          vertexA = mesh.vertices[face[0]]
          vertexB = mesh.vertices[face[1]]
          vertexC = mesh.vertices[face[2]]
          normal = mesh.normals[faceIndex]

          projectedA = @project(vertexA, transformMatrix, worldMatrix, normal)
          projectedB = @project(vertexB, transformMatrix, worldMatrix, normal)

  [ 4, 5, 6 ]
  [ 4, 6, 7 ]
]
# cubeMesh.computeNormals()
# meshes.push cubeMesh

mesh = new Mesh('Teapot')
