anchor.diff:        ;; SDL_GL_DeleteContext(glcontext)  CL: (sdl2:gl-delete-context gl-context)
         (sdl2:with-gl-context (gl-context win)
   	;;straight arcsynthesis code:
  -	(%gl:clear-color 0 0 1 1)	;glClearColor(0,0,0,0)   ;0.0f ? float it too?
  +	(%gl:clear-color 0 0 1 1)	;glClearColor(0,0,0,0)
   	(gl:clear :color-buffer-bit)	;glClear(GL_COLOR_BUFFER_BIT)
   	;;create buffer object
   	(let ((position-buffer-object (first (gl:gen-buffers 1)))) ;glGenBuffers(1, &positionBufferObject);
   	  (%gl:bind-buffer :array-buffer position-buffer-object)
  -	  ;;sharp student notes: position-buffer-object receives a COPY of the contents of vertex-positions in the following line, "implicitly"!
  -;;;;DEVIATION:
  -	  (gl:buffer-data :array-buffer :static-draw *vertex-positions*) ;glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, GL_STATIC_DRAW)
  +	  ;;sharp student notes: position-buffer-object receives a COPY of the contents of
  +	  ;;vertex-positions in the following line, "implicitly"!
  +
  +	  ;;Minor DEVIATIONS:---------------------------------------------------
  +	  ;;glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, GL_STATIC_DRAW)
  +	  (gl:buffer-data :array-buffer :static-draw *vertex-positions*)
   	  (gl:bind-buffer :array-buffer 0)
             ;;init shaders:
   	  (initialize-program)
  
positive.code: 	     (when (sdl2:scancode= (sdl2:scancode-value keysym) :scancode-e)
  	       ;;experimental code
  	       (print "key-pressed: e -- executing experiments...:~%")
  ;;; hm, doesn't work, but lets not pursue this, since their is probably
  ;;; a canonical way to do this anyway! (static-draw is my foe?)
                 ;; (%gl:bind-buffer :array-buffer 0)
  	       ;; (gl:buffer-data :array-buffer :static-draw
  	       ;; 		       (create-gl-array-from-vector #(1.0 1.0 1.0 0.0)))
  	       ;; (print 'WINITUDE)
  					;(%gl:viewport 0 0 200 200)
  	       ;; clears screen with color set in glClearColor!!
  	       (gl:clear :color-buffer-bit) ;glClear(GL_COLOR_BUFFER_BIT)
  	       )
  
negative.code:     gl_Position = position;
  }")
  
  (defvar *fragment-shader* "
  #version 330
  out vec4 outputColor;
  void main() {
  