 	}
 	
 	func placesRenderPlane() -> RenderPrimitive {
-		let vertices = places.reduce([]) { (accumulator: [Vertex], place: GeoPlace) in
-			let size = 0.4 / 2.0
-			let v0 = Vertex(0.0, size)
-			let v1 = Vertex(size, 0.0)
-			let v2 = Vertex(0.0, -size)
-			let v3 = Vertex(-size, 0.0)
-			let verts = [v0, v1, v2, v3].map { $0 + place.location }
-			return accumulator + verts
-		}
-		
-		let triangleRange = 0..<UInt32(places.count * 2)
-		let indices = triangleRange.reduce([]) { (accumulator: [UInt32], triIndex: UInt32) in
-			let quadIndices: [UInt32] = [0, 2, 1, 0, 3, 2]	// Build two triangles from the four quad vertices
-			let vertexOffset = triIndex * 4
-			let offsetIndices = quadIndices.map { $0 + vertexOffset }
-			return accumulator + offsetIndices
-		}
+		let (vertices, indices) = buildPlaceMarkers(places: places, markerSize: 0.4)
 		
 		return RenderPrimitive(vertices: vertices,
 													 indices: indices,
 													 color: (r: 0.8, g: 0.3, b: 0.0, a: 1.0),
-													 debugName: name)
+													 debugName: "Country: \(name) - poi plane")
 	}
 }
 

	}
	
	func placesRenderPlane() -> RenderPrimitive {
		let vertices = places.reduce([]) { (accumulator: [Vertex], place: GeoPlace) in
			let size = 1.0 / 2.0
			let v0 = Vertex(0.0, size)
			let v1 = Vertex(size, 0.0)
			let v2 = Vertex(0.0, -size)
			let v3 = Vertex(-size, 0.0)
			let verts = [v0, v1, v2, v3].map { $0 + place.location }
			return accumulator + verts
		}
		
		let triangleRange = 0..<UInt32(places.count * 2)
		let indices = triangleRange.reduce([]) { (accumulator: [UInt32], triIndex: UInt32) in
			let quadIndices: [UInt32] = [0, 2, 1, 0, 3, 2]	// Build two triangles from the four quad vertices
			let vertexOffset = triIndex * 4
			let offsetIndices = quadIndices.map { $0 + vertexOffset }
			return accumulator + offsetIndices
		}
		
		return RenderPrimitive(vertices: vertices,
													 indices: indices,
													 color: (r: 1.0, g: 0.5, b: 0.5, a: 1.0),
													 debugName: name)
	}
}


								 BUFFER_OFFSET(0))
}

func buildPlaceMarkers(places: Set<GeoPlace>, markerSize: Float) -> ([Vertex], [UInt32]) {
	let vertices = places.reduce([]) { (accumulator: [Vertex], place: GeoPlace) in
		let size = markerSize / 2.0
		let v0 = Vertex(0.0, size)
		let v1 = Vertex(size, 0.0)
		let v2 = Vertex(0.0, -size)
		let v3 = Vertex(-size, 0.0)
		let verts = [v0, v1, v2, v3].map { $0 + place.location }
		return accumulator + verts
	}

	let triangleRange = 0..<UInt32(places.count * 2)
	let indices = triangleRange.reduce([]) { (accumulator: [UInt32], triIndex: UInt32) in
		let quadIndices: [UInt32] = [0, 2, 1, 0, 3, 2]	// Build two triangles from the four quad vertices
		let vertexOffset = triIndex * 4
		let offsetIndices = quadIndices.map { $0 + vertexOffset }
		return accumulator + offsetIndices
	}
	
	return (vertices, indices)
}

extension GeoRegion : Renderable {
	func renderPrimitive() -> RenderPrimitive {
		let c = hashColor(for: name, 0.5, 0.8, 0.3)
