   var ThrottleSet : GLfloat = 0
   var ThrottleActual : GLfloat = 0
   var Speed : GLfloat = 0
-  var Airpeed : GLfloat = 0
+  var AirSpeed : GLfloat = 0
   var HrzSpeed : GLfloat = 0
   
   var SAS : Bool = false

    glBindVertexArray(vertexArray)
    
    glUseProgram(program)
    
//    glDisable(GLenum(GL_CULL_FACE))
    
//    withUnsafePointer(&modelViewProjectionMatrix, {
//      glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, UnsafePointer($0));
//    })
//    
//    glUniform1f(uniforms[UNIFORM_STEP], 1)
//    glUniform1i(uniforms[UNIFORM_STEP], 1)
    glUniform3f(uniforms[UNIFORM_COLOR], 0.0, 1.0, 0.0)
    
//    withUnsafePointer(&normalMatrix, {
//      glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, UnsafePointer($0));
//    })
    
//    glDrawArrays(GLenum(GL_TRIANGLES), 0, 6)
//    glUniform3f(uniforms[UNIFORM_COLOR], 1.0, 0.0, 0.0)
//    glDrawArrays(GLenum(GL_TRIANGLES), 3, 3)
    
    //glInsertEventMarkerEXT(0, "com.apple.GPUTools.event.debug-frame")
//    glUniform3f(uniforms[UNIFORM_COLOR], 1.0, 0.0, 0.0)
    
//    drawLine((0,0.2), to: (1,1), width: 2)
    let thick : GLfloat = 1.0
    let thin  : GLfloat = 0.5
//    let fivepx : GLfloat = 5 //(5.0/640.0)*pointScale

    constrainDrawing(0.25, bottom: 0.25, right: 0.75, top: 0.75)
    drawPitchDisplay(data.Pitch,roll: data.Roll)

    // Build a transform to apply to all lines putting it in the right area
    var pitchT = GLKMatrix4Identity
    pitchT = GLKMatrix4Translate(pitchT, 0.5, 0.5, 0)
    pitchT = GLKMatrix4Rotate(pitchT, roll*3.1415926/180, 0, 0, -1)
    pitchT = GLKMatrix4Translate(pitchT, 0, -offset, 0)

    for var angle = minAngle; angle <= maxAngle; angle += 5 {
      let x : GLfloat
      if angle % 20 == 0 {
