anchor.diff:  
       ;; This process of transfering the user provided data representation to a texture image
       ;; is called _/pixel transfer/_!
  -    
  +
       ;; Both is accomplied using gl:tex-image-*, which describes how we allocate storage
       ;; and pass data to the texture, like gl:buffer-data
       ;; the parameters:
  
positive.code: 		     ;; the suffix of the format represent the data type:
  		     ;; here: f = float
  		     ;; no suffix defaults to the most commonly used: unsigned normalized integers
  		     :r8 
  		     16 ;; width = 1 means one component (not width 0!)
  		     16 ;; height, we provide the data with a 1d-array, this is where opengl
  		     ;; descides how to access it via pointer arithmetic to get at the proper values
  		     ;; i.e. how many rows in a column is decided here
  
  		     0 ; border: old no longer supported feature
  		     
  		     ;; we are uploading a single "red" component to the texture,
  		     ;; components of _texels_ are called after colors. Remember that our
  		     ;; texel is going to be represented as a 4d-vector, and a vectors
  
negative.code:   ;; TODO: clean this up and do the tests
    ;; enable v-sync 0, disable with 0 TODO: test with moving triangle at high velocity
    ;; if tearing disappears, or if it is an OS issue
    ; (sdl2:gl-set-swap-interval 1)
    )
  
  
  