     glClear(GLenum(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT))
     
     glLoadIdentity()
-    glTranslatef(0, -0.1, -1)
-    glScalef(3, 3, 3)
+    glTranslatef(0, -0.25, -1)
+    glScalef(self.scale, self.scale, self.scale)
 
     for teapot_indices in teapot_indicies {
       glDrawElements(GLenum(GL_TRIANGLE_STRIP), GLsizei(teapot_indices.count), GLenum(GL_UNSIGNED_SHORT), teapot_indices)

    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
    
    // Configure OpenGL lighting
    glEnable(GLenum(GL_LIGHTING))

    }
    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))
