anchor.diff:  
     _Scene := MyScene.Create;
     GraphicsManager.Instance.Scene := _Scene;
  -
  -  lastTime := 0;
  -  timeSinceLastUpdate := 0;
   End;
   
   Procedure Demo.OnDestroy;
   Begin
     ReleaseObject(_Scene);
  +
  +  ReleaseObject(Clothes);
     ReleaseObject(Sun);
     ReleaseObject(Sphere);
     ReleaseObject(Floor);
  -  ReleaseObject(Cloth);
  +  ReleaseObject(ClothInstance);
   
     ReleaseObject(Text);
   End;
  
positive.code:     For I:=0 To Pred(gridSize) Do
  		Begin
        BallID := J*gridSize+I;
  			Particles[BallID].CurrentPosition := VectorCreate(ClothScale * (I/Pred(gridSize)), 8.5, ClothScale * (J/ Pred(GridSize)));
  			Particles[BallID].CurrentVelocity := VectorZero;
  
  			Particles[BallID].InverseMass := 1 / Mass;
  			Particles[BallID].fixed := false;
  		End;
  
    NaturalLength := ClothScale * (1/Pred(gridSize));
  
  	//Fix the top left & top right Particles in place
  	Particles[0].fixed := true;
  	Particles[gridSize-1].fixed :=true;
  
  	//Fix the bottom left & bottom right Particles
  	Particles[gridSize*(gridSize-1)].fixed := true;
  	Particles[gridSize*gridSize-1].fixed := true;
  
  	//Initialise the springs
  	currentSpring := 0;
  
negative.code:   For J:=0 To Pred(gridSize-1) Do
      For I:=1 To Pred(gridSize) Do
  		Begin
        _Springs[CurrentSpring].Init(J*gridSize+I, (J+1)*gridSize+I-1, naturalLength*sqrt(2.0));
  			Inc(currentSpring);
  		End;
  
  