     let matDiffuse: [GLfloat] = [1, 1, 1, 1]
     let matSpecular: [GLfloat] = [1, 1, 1, 1]
     let lightPosition: [GLfloat] = [0, 0, 1, 0]
-    let lightShininess: GLfloat = 100.0
+    let lightShininess: GLfloat = 100
     
     // Configure OpenGL lighting
     glEnable(GLenum(GL_LIGHTING))

import GLKit

final class TeaPotView: UIView {
  var backingWidth: GLint = 0
  var backingHeight: GLint = 0
  
  var viewRenderbuffer: GLuint = 0
  var viewFramebuffer: GLuint = 0
  var depthRenderbuffer: GLuint = 0
  
  private let context = EAGLContext(API: .OpenGLES1)
  
  private var eaglLayer: CAEAGLLayer {
    return self.layer as! CAEAGLLayer
  }

    }
    self.lastViewportUpdateSize = self.bounds.size
    
    let size = zNear * GLfloat(tan(Double(self.fieldOfView) / 180 * M_PI_2))
    let sizeByRatio = size / GLfloat(self.bounds.size.width / self.bounds.size.height)
    
    glFrustumf(-size, size, -sizeByRatio, sizeByRatio, self.zNear, self.zFar)
    glViewport(0, 0, GLsizei(self.bounds.size.width), GLsizei(self.bounds.size.height))
    
    // Make the OpenGL modelview matrix the default
    glMatrixMode(GLenum(GL_MODELVIEW))
