anchor.diff:  	     (tfz2 (aref tfp2 2))
   	     (tfx3 (aref tfp3 0))
   	     (tfy3 (aref tfp3 1))
  -	     (tfz3 (aref tfp3 2))
  -	     (squeeze -4.0)  #| smells kludgey |# ) 
  +	     (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 squeeze)
  +		 (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) squeeze)
  -			    (/ (min tfy1 tfy2 tfy3) squeeze)
  -			    (/ (min tfz1 tfz2 tfz3) squeeze))))))
  +			    (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'"
  
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:   (declare (type mesh mesh)
  	   (type uint32 face#)
  	   (type mat4x4 tmat)
  	   (optimize (speed 3) (safety 1)))
    (let ((cx (aref *camera-eye* 0))
  	(cy (aref *camera-eye* 1))
  	(cz (aref *camera-eye* 2)))
  