anchor.diff:    (declare (type mesh mesh)
   	   (type uint32 face#)
   	   (type mat4x4 tmat)
  -	   (optimize (speed 3) (safety 0)))
  +	   (optimize (speed 3) (safety 1)))
     (let ((cx (aref *camera-eye* 0))
   	(cy (aref *camera-eye* 1))
   	(cz (aref *camera-eye* 2)))
  
positive.code:       (let* (;; yeah I guess the camera eye is supposed to be transformed too...
  	     ;; since results are visually less "mistakey" this way than with just
  	     ;; the unaltered coordinates.  gonna have to hit the books to be certain...
  	     (tcp  (sb-cga:transform-point (sb-cga:vec (+ cx) (+ cy) (+ cz)) tmat))    
  	     (tfp1 (sb-cga:transform-point (sb-cga:vec fx1 fy1 fz1) tmat))
  	     (tfp2 (sb-cga:transform-point (sb-cga:vec fx2 fy2 fz2) tmat))
  	     (tfp3 (sb-cga:transform-point (sb-cga:vec fx3 fy3 fz3) tmat))
  
negative.code: 	     (tfz2 (aref tfp2 2))
  	     (tfx3 (aref tfp3 0))
  	     (tfy3 (aref tfp3 1))
  	     (tfz3 (aref tfp3 2)))
  	(declare (type mat4x4 tmat)
  		 (type vec3 tcp tfp1 tfp2 tfp3)
  		 (type single-float tfx1 tfy1 tfz1 tfx2 tfy2 tfz2 tfx3 tfy3 tfz3)
  		 (dynamic-extent tcp tfp1 tfp2 tfp3))
  	(dist-points-nosqrt (aref tcp 0)
  			    (aref tcp 1)
  			    (aref tcp 2)
  			    (min tfx1 tfx2 tfx3)
  			    (min tfy1 tfy2 tfy3)
  			    (min tfz1 tfz2 tfz3))))))
  
  (defun sort-mesh-face-draw-order (mesh tmat)
    "In-place sorts the FACE-DRAW-ORDER array of a given mesh object given a transformation matrix 'TMATRIX' and vector 'CAMERA-ORIGIN'"
  