anchor.diff:        (:lm-pure-diffuse
          (setf p-white-prog *white-no-phong*)
          (setf p-color-prog *color-no-phong*))
  -      ;;TODO MOAR
  -      )
  +      (:lm-diffuse-and-specular
  +       (setf p-white-prog *white-phong*)
  +       (setf p-color-prog *color-phong*))      
  +      (:lm-specular-only
  +       (setf p-white-prog *white-phong-only*)
  +       (setf p-color-prog *color-phong-only*)))
       
   
       (gl:use-program (the-program p-white-prog))
  
positive.code:     
  
      (glutil:with-transform (model-matrix)
  	
  	;; Render the ground plane
  	(glutil:with-transform (model-matrix)
  	    (gl:use-program (the-program p-white-prog))
  	  ;;note how model-to-camera-matrix is mat4 and normal-model-to-camera-matrix is
  	  ;;mat3!
  	  (gl:uniform-matrix (model-to-camera-matrix-unif p-white-prog) 4
  			     (vector (glutil:top-ms model-matrix)) NIL)
  
  	  (gl:uniform-matrix (normal-model-to-camera-matrix-unif p-white-prog) 3
  			     (vector (glm:mat4->mat3 (glutil:top-ms model-matrix))) NIL)
  
  	  (framework:render *plane-mesh*)
  	  (gl:use-program 0))
  
  
        (glutil:apply-matrix model-matrix (glutil:calc-matrix *objt-pole*))
  
negative.code: 
  	     (when (sdl2:scancode= (sdl2:scancode-value keysym) :scancode-b)
  	       ;; break rotation
  	       (setf *rotate-light-p* (not *rotate-light-p*)))
  
  	     (when (sdl2:scancode= (sdl2:scancode-value keysym) :scancode-g)
  	       ;; doggle dark/light plane
  	       (setf *draw-dark-p* (not *draw-dark-p*)))
  	     
  	     (when (sdl2:scancode= (sdl2:scancode-value keysym) :scancode-h)
  	       ;; cycle through lighting-models
  	       (case *light-model*
  		 (:lm-pure-diffuse (setf *light-model* :lm-diffuse-and-specular))
  		 (:lm-diffuse-and-specular (setf *light-model* :lm-specular-only))
  		 (:lm-specular-only (setf *light-model* :lm-pure-diffuse)))
  	       (format t "Lighting Model used: ~a~%" *light-model*))	     
  
  	     (when (sdl2:scancode= (sdl2:scancode-value keysym) :scancode-space)
  	       ;; toggle color on cylinder
  