anchor.diff:        (*node2*)
         (rot (coerce (* 2 pi (/ 1 360)) 'single-float)))
   
  +  ;; On Keypress map the texture's raw data, convert it to a cairo surface and context, then clear and draw an X on it.
     (defun window-key-press (key action)
       (clinch::with-mapped-buffer (bits texture)
         (let* ((surf (cairo:create-image-surface-for-data bits :argb32 (car texture-size) (cdr texture-size) (* 4 (car texture-size)))))
  
positive.code: 
      (setf camera (clinch::make-perspective-transform (/ (* 65 pi) 360) (/ width height) .5 100))
      (clinch::use-projection-transform camera)
      
    (defun start ()
      (declare (optimize (speed 3)))
      (glfw:do-window (:redbits 8
  			      :greenbits 8
  			      :bluebits 8
  			      :alphabits 8
  			      :depthbits 16
  			      :opengl-version-major 3
  			      :opengl-version-minor 1)
  	
  	((print "init")
  
  	 (setf pipeline (clinch::make-pipeline  
  			 :init ((gl:load-identity)
  				(gl:clear-color 0.0 1.0 1.0 0.0)
  
negative.code: (ql:quickload :clinch)
  
  ;; GLFL for windowing and I/O
  (ql:quickload :cl-glfw)
  
  ;; String for the Vertex Shader
  ;;   t1    is the texture sampler
  ;;   tc1   are the texture coordinates
  ;;   v_tc1 is the texture coordinates passed to fragment shader
  (setf vert-source
        "
  #version 120
  