   var vertexBuffer: GLuint = 0
   
   var context: EAGLContext? = nil
+  
+  var pointScale : GLfloat = 1
+  
 
   deinit {
     self.tearDownGL()

    
    glGenBuffers(1, &vertexBuffer)
    glBindBuffer(GLenum(GL_ARRAY_BUFFER), vertexBuffer)
    glBufferData(GLenum(GL_ARRAY_BUFFER), GLsizeiptr(sizeof(GLfloat) * gSquareVertexData.count), &gSquareVertexData, GLenum(GL_STATIC_DRAW))
    
    glEnableVertexAttribArray(GLuint(GLKVertexAttrib.Position.rawValue))
    glVertexAttribPointer(GLuint(GLKVertexAttrib.Position.rawValue), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 12, BUFFER_OFFSET(0))
//    glEnableVertexAttribArray(GLuint(GLKVertexAttrib.Normal.rawValue))

  
  func update() {
    let aspect = fabsf(Float(self.view.bounds.size.width / self.view.bounds.size.height))
//    let projectionMatrix : GLKMatrix4
    if aspect > 1 {
      let edge = (aspect-1)*0.5
      projectionMatrix = GLKMatrix4MakeOrtho(-edge, 1+edge, 0, 1, -10, 10)
      pointScale = GLfloat(self.view.bounds.size.height)
    } else {
      let edge = (1.0/aspect - 1)*0.5
      projectionMatrix = GLKMatrix4MakeOrtho(0, 1, -edge, 1+edge, -10, 10)
      pointScale = GLfloat(self.view.bounds.size.width)
    }
    
    let baseModelViewMatrix = GLKMatrix4Identity;

    // Compute the model view matrix for the object rendered with ES2
    var modelViewMatrix = GLKMatrix4MakeTranslation(0,0,0)
//    modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, rotation, 1.0, 1.0, 1.0)
