     glDrawArrays(GLenum(GL_TRIANGLE_STRIP), 0,4)
     
     glUniform1i(uniforms[UNIFORM_USETEX], 0)
-//    glDeleteTextures(1, &name);
-    
   }
   
   func drawHeadingDisplay(heading : Float)

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

    glBindVertexArray(vertexArray)
    
    glUseProgram(program)

    glUniform3f(uniforms[UNIFORM_COLOR], 0.0, 1.0, 0.0)

    let thick : GLfloat = 1.0
    let thin  : GLfloat = 0.5

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