anchor.diff:  
     ;;texture stuff:
     ;; set the texture image unit every subsequent gl:bind-texture will associate texture with
  -  (%gl:active-texture (+ (cffi:foreign-enum-value '%gl:enum :texture0) *tex-unit*))
  +  ;;(%gl:active-texture (+ (cffi:foreign-enum-value '%gl:enum :texture0) *tex-unit*))
     ;; associate our *texture*(-handle) with the texture image unit above. Remember the GLSL sampler uniform
     ;; association is build with setting the uniform to the same texture image unit we used in the
     ;; gl:active-texture (the *tex-unit* value) this was already done in the INITILIZE-INSTANCE code
     ;; with (uniform :int :test-texture *tex-unit*)
     ;; Another very important part of gl:active-texture is that it the texture now is "bound to the context"
     ;; and as such many gl calls can affect it, like: gl:tex-image, gl:tex-parameter, gl:bind-texture:
  -  (%gl:bind-texture :texture-2d *texture*)
  -
  -  ;; associate the sampler object with the texture object and sampler uniform via the
  -  ;; "texture image unit", here, called *tex-unit*
  -  (%gl:bind-sampler *tex-unit* *sampler*)
  -
  +
  +  
  +
  + (update-texture)
  +  
     ;(%gl:draw-elements :triangles (* 36 2) :unsigned-short 0)
     (%gl:draw-arrays :triangles 0 (* 2 36))
   
  
positive.code: (defparameter *rotate-y* 0.0)
  (defparameter *zoom-z* -2.0)
  
  (defparameter *test-rgba-texture* nil)
  
  (defun update-texture ()
    (%gl:bind-texture :texture-2d *texture*)
    (gl:tex-image-2d :texture-2d
  		   0   ;level TODO
  		   :r8 ;individual element representation
  		   16 ;width
  		   16 ;height
  		   0 ; border
  		   :red ;components per element
  		   :unsigned-byte ;; normalized integer
  		   *2d-test-data*)
    (%gl:bind-texture :texture-2d 0))
  
  (defun draw-cube ()
    (update-texture)
    (gl:bind-vertex-array *vao*)
    (use-program *programs-dict* :basic-projection)
    ;; all the neat transformations take place here
  
negative.code: ;;init code---------------------------------------------------------------------
  
  (defvar *tex-unit* 0)
  (defvar *tex-unit-2* 1)
  
  (defmethod initialize-instance :after ((w texture-window) &key &allow-other-keys)
    ;; GL setup can go here; your GL context is automatically active,
  