diff --git a/Graphics/LambdaCube/Bullet.hs b/Graphics/LambdaCube/Bullet.hs
new file mode 100644
--- /dev/null
+++ b/Graphics/LambdaCube/Bullet.hs
@@ -0,0 +1,88 @@
+module Graphics.LambdaCube.Bullet where
+
+import Control.Applicative
+import Control.Monad
+import Control.Monad.Trans
+import Data.List
+import Data.Maybe
+import Data.Vector ((!))
+import qualified Data.Vector as V
+import System.IO.Unsafe
+
+import Physics.Bullet.Raw
+import Physics.Bullet.Raw.Class
+import Physics.Bullet.Raw.Types
+
+import Graphics.LambdaCube
+import Graphics.LambdaCube.Common
+import Graphics.LambdaCube.RenderSystem
+import Graphics.LambdaCube.World
+
+-- ideal code from LC:
+{-
+mkTriangleMeshInterface mesh = do
+    mi <- btTriangleMesh True True
+    forM_ (vertices of the mesh triangle) $ \(a,b,c) -> btTriangleMesh_addTriangle mi a b c
+    return mi
+-}
+
+mkTriangleMeshInterfaceM :: VMesh -> IO BtTriangleMesh
+mkTriangleMeshInterfaceM mesh = do
+    mi <- btTriangleMesh True True
+    forM_ (vmSubMeshList mesh) $ \sm -> do
+        let VVD_POSITION pos = V.head $ V.filter (\vd -> VVT_POSITION == vectorVertexType vd) $ fromMaybe (fromJust $ vmSharedVertexData mesh) $ vsmVertexData sm
+            idx = fromJust $ vsmIndexData sm
+            f n = let Vec3 x y z = pos ! n in Vector3 x y z
+            addStrip (a,b) i        = btTriangleMesh_addTriangle mi (f a) (f b) (f i) False >> return (b,i)
+            addFan a b i            = btTriangleMesh_addTriangle mi (f a) (f b) (f i) False >> return i
+        case vsmOperationType sm of
+            OT_TRIANGLE_LIST    -> forM_ (unfoldr split3 idx) $ \iv -> do
+                btTriangleMesh_addTriangle mi (f (iv ! 0)) (f (iv ! 1)) (f (iv ! 2)) False
+              where
+                split3 v
+                    | V.length v < 3 = Nothing
+                    | otherwise      = Just (V.take 3 v, V.drop 3 v)
+            OT_TRIANGLE_STRIP   -> void $ let ab = V.take 2 idx in V.foldM' addStrip (ab ! 0, ab ! 1) $ V.drop 2 idx
+            OT_TRIANGLE_FAN     -> void $ let ab = V.take 2 idx in V.foldM' (addFan $ ab ! 0) (ab ! 1) $ V.drop 2 idx
+            _ -> return ()
+    return mi
+
+mkStaticTriangleMeshShapeM :: VMesh -> IO BtBvhTriangleMeshShape
+mkStaticTriangleMeshShapeM mesh = do
+    mi <- mkTriangleMeshInterfaceM mesh
+    btBvhTriangleMeshShape0 mi True True
+
+--mkGimpactTriangleMeshShape mesh = do
+--    plNewGimpactTriangleMeshShape =<< mkTriangleMeshInterface mesh
+
+mkConvexTriangleMeshShapeM :: VMesh -> IO BtConvexTriangleMeshShape
+mkConvexTriangleMeshShapeM mesh = do
+    mi <- mkTriangleMeshInterfaceM mesh
+    btConvexTriangleMeshShape mi True
+
+mkTriangleMeshInterface :: VMesh -> BtTriangleMesh
+mkTriangleMeshInterface = unsafePerformIO . mkTriangleMeshInterfaceM
+
+mkStaticTriangleMeshShape :: VMesh -> BtBvhTriangleMeshShape
+mkStaticTriangleMeshShape = unsafePerformIO . mkStaticTriangleMeshShapeM
+
+mkConvexTriangleMeshShape :: VMesh -> BtConvexTriangleMeshShape
+mkConvexTriangleMeshShape = unsafePerformIO . mkConvexTriangleMeshShapeM
+
+debugDrawPhysics :: (RenderSystem rs vb ib q t p lp, BtDynamicsWorldClass bc) => bc -> Proj4 -> LCM (World rs vb ib q t p lp) e ()
+debugDrawPhysics dynamicsWorld camMat = do
+    rs <- wrRenderSystem <$> peekLCM
+    liftIO $ do
+        -- debug draw bullet space
+        --when debugDrawAll $
+        --    GL.clear [GL.DepthBuffer]
+        setWorldMatrix rs one
+        setViewMatrix rs camMat
+        setLightingEnabled rs False
+        setCullingMode rs $ CULL_NONE
+        forM_ [0..7] $ \i -> do
+            setActiveTextureUnit rs i
+            setTexture rs Nothing
+        --setDepthBias rs 1 1
+
+        btDynamicsWorld_debugDrawWorld dynamicsWorld
diff --git a/LICENSE b/LICENSE
--- a/LICENSE
+++ b/LICENSE
@@ -1,4 +1,4 @@
-Copyright (c) 2009, Csaba Hruska
+Copyright (c) 2009-2011, Csaba Hruska
 All rights reserved.
 
 Redistribution and use in source and binary forms, with or without
diff --git a/README b/README
--- a/README
+++ b/README
@@ -1,7 +1,4 @@
-An example for combining LambdaCube and Bullet physics.
-
-You can move the camera with mouse and arrow keys, plus shift for faster movement,
-and you can drop cars with the . (full stop) key.
+An library for combining LambdaCube and Bullet physics.
 
 Check out the website for further details:
 
diff --git a/lambdacube-bullet.cabal b/lambdacube-bullet.cabal
--- a/lambdacube-bullet.cabal
+++ b/lambdacube-bullet.cabal
@@ -1,35 +1,23 @@
 Name:          lambdacube-bullet
-Version:       0.1.1
+Version:       0.2.1
 Cabal-Version: >= 1.2
 Synopsis:      Example for combining LambdaCube and Bullet
 Category:      Graphics, Physics
 Description:   Example for combining LambdaCube and Bullet
 Author:        Csaba Hruska
 Maintainer:    csaba (dot) hruska (at) gmail (dot) com
-Copyright:     (c) 2009, Csaba Hruska
+Copyright:     (c) 2009-2011, Csaba Hruska
 Homepage:      http://www.haskell.org/haskellwiki/LambdaCubeEngine
+Bug-Reports:   http://code.google.com/p/lambdacube/issues
 License:       BSD3
 License-File:  LICENSE
 Stability:     experimental
 Build-Type:    Simple
 Extra-Source-Files:
   README
-  src/Utils.hs
-  src/BulletUtils.hs
 
-Data-Files:
-  media/chasis_a.jpg
-  media/chasis.jpg
-  media/grass_1024.jpg
-  media/Ground.mesh.xml
-  media/scooby_body.material
-  media/scooby_body.mesh.xml
-  media/test.material
-  media/ventanas.jpg
-
-Executable lambdacube-bullet-example
-  Executable:     lambdacube-bullet-example
-  HS-Source-Dirs: src
-  Main-IS:        lambdacube-bullet-example.hs
-  Build-Depends:  base >= 4 && < 5, lambdacube-engine, elerea, GLFW, OpenGL, containers, hslogger, bullet
-  GHC-Options:    -Wall -O2
+Library
+  Build-Depends:       base >= 4 && < 5, lambdacube-engine, bullet, vector, mtl >= 2 && < 3
+  Exposed-Modules:     Graphics.LambdaCube.Bullet
+  Hs-Source-Dirs:      .
+  GHC-Options:         -Wall -O2 -fno-warn-name-shadowing
diff --git a/media/Ground.mesh.xml b/media/Ground.mesh.xml
deleted file mode 100644
--- a/media/Ground.mesh.xml
+++ /dev/null
@@ -1,34 +0,0 @@
-<mesh>
-	<submeshes>
-		<submesh material="MyGroundMaterial" usesharedvertices="false">
-			<faces count="2">
-				<face v1="0" v2="1" v3="2"/>
-				<face v1="0" v2="2" v3="3"/>
-			</faces>
-			<geometry vertexcount="4">
-				<vertexbuffer positions="true" normals="true" texture_coord_dimensions_0="2" texture_coords="1">
-					<vertex>
-						<position x="1.000000"  z="1.000000"    y="0.000000"/>
-						<normal x="0.000000" y="1.000000" z="0.000000"/>
-                        <texcoord u="50.000000"  v="50.000000" />
-					</vertex>
-					<vertex>
-						<position x="1.000000"  z="-1.000000"   y="0.000000"/>
-						<normal x="0.000000" y="1.000000" z="0.000000"/>
-                        <texcoord u="50.000000"  v="0.000000" />
-					</vertex>
-					<vertex>
-						<position x="-1.000000" z="-1.000000"   y="0.000000"/>
-						<normal x="0.000000" y="1.000000" z="0.000000"/>
-                        <texcoord u="0.000000" v="0.000000" />
-					</vertex>
-					<vertex>
-						<position x="-1.000000" z="1.000000"    y="0.000000"/>
-						<normal x="0.000000" y="1.000000" z="0.000000"/>
-                        <texcoord u="0.000000" v="50.000000" />
-					</vertex>
-				</vertexbuffer>
-			</geometry>
-		</submesh>
-	</submeshes>
-</mesh>
diff --git a/media/chasis.jpg b/media/chasis.jpg
deleted file mode 100644
Binary files a/media/chasis.jpg and /dev/null differ
diff --git a/media/chasis_a.jpg b/media/chasis_a.jpg
deleted file mode 100644
Binary files a/media/chasis_a.jpg and /dev/null differ
diff --git a/media/grass_1024.jpg b/media/grass_1024.jpg
deleted file mode 100644
Binary files a/media/grass_1024.jpg and /dev/null differ
diff --git a/media/scooby_body.material b/media/scooby_body.material
deleted file mode 100644
--- a/media/scooby_body.material
+++ /dev/null
@@ -1,42 +0,0 @@
-
-material Ac3d/Scooby_Body/Mat001_Tex01
-{
-	technique
-	{
-		pass
-		{
-			texture_unit
-			{
-		                filtering anisotropic
-				texture chasis.jpg
-			}
-		}
-	}
-}
-material Ac3d/Scooby_Body/Mat001_Tex02
-{
-	technique
-	{
-		pass
-		{
-			texture_unit
-			{
-				texture ventanas.jpg
-			}
-		}
-	}
-}
-material Ac3d/Scooby_Body/Mat001_Tex03
-{
-	technique
-	{
-		pass
-		{
-			texture_unit
-			{
-				texture chasis_a.jpg
-			}
-		}
-	}
-}
-
diff --git a/media/scooby_body.mesh.xml b/media/scooby_body.mesh.xml
deleted file mode 100644
--- a/media/scooby_body.mesh.xml
+++ /dev/null
@@ -1,11150 +0,0 @@
-<mesh>
-    <sharedgeometry vertexcount="1768">
-        <vertexbuffer positions="true" normals="true" texture_coord_dimensions_0="2" texture_coords="1">
-            <vertex>
-                <position x="0.6545" y="0.3985" z="-2.11" />
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-                <face v1="1603" v2="1546" v3="1600" />
-                <face v1="1538" v2="1522" v3="1535" />
-                <face v1="1546" v2="1603" v3="1547" />
-                <face v1="1606" v2="1547" v3="1603" />
-                <face v1="1610" v2="1549" v3="1606" />
-                <face v1="1547" v2="1606" v3="1549" />
-                <face v1="1607" v2="1548" v3="1610" />
-                <face v1="1549" v2="1610" v3="1548" />
-                <face v1="1554" v2="1573" v3="1567" />
-                <face v1="1667" v2="1710" v3="1712" />
-                <face v1="1551" v2="1550" v3="1646" />
-                <face v1="1538" v2="1537" v3="1543" />
-                <face v1="1530" v2="1585" v3="1531" />
-                <face v1="1592" v2="1532" v3="1591" />
-                <face v1="1531" v2="1591" v3="1532" />
-                <face v1="1596" v2="1533" v3="1592" />
-                <face v1="1532" v2="1592" v3="1533" />
-                <face v1="1598" v2="1540" v3="1596" />
-                <face v1="1524" v2="1528" v3="1529" />
-                <face v1="1598" v2="1541" v3="1540" />
-                <face v1="1541" v2="1598" v3="1544" />
-                <face v1="1535" v2="1534" v3="1537" />
-                <face v1="1536" v2="1537" v3="1534" />
-                <face v1="1535" v2="1537" v3="1538" />
-                <face v1="1536" v2="1542" v3="1537" />
-                <face v1="1542" v2="1536" v3="1539" />
-                <face v1="1542" v2="1543" v3="1537" />
-                <face v1="1643" v2="1646" v3="1550" />
-                <face v1="1593" v2="1594" v3="1587" />
-                <face v1="1547" v2="1521" v3="1545" />
-                <face v1="1545" v2="1546" v3="1547" />
-                <face v1="1576" v2="1581" v3="1583" />
-                <face v1="1521" v2="1549" v3="1522" />
-                <face v1="1549" v2="1521" v3="1547" />
-                <face v1="1549" v2="1520" v3="1522" />
-                <face v1="1549" v2="1548" v3="1520" />
-                <face v1="1545" v2="1600" v3="1546" />
-                <face v1="1520" v2="1535" v3="1522" />
-                <face v1="1543" v2="1521" v3="1538" />
-                <face v1="1522" v2="1538" v3="1521" />
-                <face v1="1544" v2="1545" v3="1543" />
-                <face v1="1539" v2="1533" v3="1540" />
-                <face v1="1533" v2="1539" v3="1523" />
-                <face v1="1533" v2="1523" v3="1532" />
-                <face v1="1529" v2="1580" v3="1530" />
-                <face v1="1523" v2="1530" v3="1531" />
-                <face v1="1526" v2="1523" v3="1536" />
-                <face v1="1539" v2="1536" v3="1523" />
-                <face v1="1526" v2="1524" v3="1523" />
-                <face v1="1530" v2="1523" v3="1524" />
-                <face v1="1524" v2="1529" v3="1530" />
-                <face v1="1528" v2="1524" v3="1525" />
-                <face v1="1533" v2="1596" v3="1540" />
-                <face v1="1525" v2="1526" v3="1527" />
-                <face v1="1526" v2="1525" v3="1524" />
-                <face v1="1527" v2="1536" v3="1534" />
-                <face v1="1536" v2="1527" v3="1526" />
-                <face v1="1580" v2="1529" v3="1571" />
-                <face v1="1528" v2="1571" v3="1529" />
-                <face v1="1585" v2="1530" v3="1580" />
-            </faces>
-        </submesh>
-        <submesh material="Ac3d/Scooby_Body/Mat001_Tex03" usesharedvertices="true" use32bitindexes="false" operationtype="triangle_list">
-            <faces count="52">
-                <face v1="1756" v2="1739" v3="1738" />
-                <face v1="1756" v2="1740" v3="1739" />
-                <face v1="1756" v2="1741" v3="1740" />
-                <face v1="1756" v2="1742" v3="1741" />
-                <face v1="1756" v2="1743" v3="1742" />
-                <face v1="1756" v2="1732" v3="1731" />
-                <face v1="1757" v2="1745" v3="1746" />
-                <face v1="1757" v2="1746" v3="1747" />
-                <face v1="1757" v2="1747" v3="1748" />
-                <face v1="1757" v2="1748" v3="1749" />
-                <face v1="1757" v2="1749" v3="1750" />
-                <face v1="1757" v2="1750" v3="1751" />
-                <face v1="1757" v2="1751" v3="1753" />
-                <face v1="1767" v2="1766" v3="1765" />
-                <face v1="1764" v2="1767" v3="1759" />
-                <face v1="1764" v2="1759" v3="1762" />
-                <face v1="1755" v2="1764" v3="1762" />
-                <face v1="1755" v2="1762" v3="1754" />
-                <face v1="1767" v2="1756" v3="1757" />
-                <face v1="1755" v2="1718" v3="1719" />
-                <face v1="1762" v2="1759" v3="1761" />
-                <face v1="1761" v2="1759" v3="1758" />
-                <face v1="1762" v2="1761" v3="1760" />
-                <face v1="1767" v2="1764" v3="1766" />
-                <face v1="1766" v2="1764" v3="1763" />
-                <face v1="1757" v2="1753" v3="1752" />
-                <face v1="1756" v2="1738" v3="1737" />
-                <face v1="1754" v2="1726" v3="1725" />
-                <face v1="1755" v2="1715" v3="1714" />
-                <face v1="1755" v2="1754" v3="1715" />
-                <face v1="1754" v2="1723" v3="1715" />
-                <face v1="1755" v2="1716" v3="1717" />
-                <face v1="1755" v2="1717" v3="1718" />
-                <face v1="1767" v2="1757" v3="1759" />
-                <face v1="1755" v2="1719" v3="1720" />
-                <face v1="1755" v2="1720" v3="1722" />
-                <face v1="1755" v2="1722" v3="1721" />
-                <face v1="1754" v2="1724" v3="1723" />
-                <face v1="1754" v2="1725" v3="1724" />
-                <face v1="1755" v2="1714" v3="1716" />
-                <face v1="1754" v2="1727" v3="1726" />
-                <face v1="1754" v2="1728" v3="1727" />
-                <face v1="1757" v2="1756" v3="1730" />
-                <face v1="1757" v2="1730" v3="1729" />
-                <face v1="1757" v2="1729" v3="1735" />
-                <face v1="1756" v2="1731" v3="1730" />
-                <face v1="1756" v2="1744" v3="1743" />
-                <face v1="1756" v2="1733" v3="1732" />
-                <face v1="1756" v2="1734" v3="1733" />
-                <face v1="1756" v2="1737" v3="1734" />
-                <face v1="1757" v2="1735" v3="1736" />
-                <face v1="1757" v2="1736" v3="1745" />
-            </faces>
-        </submesh>
-    </submeshes>
-</mesh>
diff --git a/media/test.material b/media/test.material
deleted file mode 100644
--- a/media/test.material
+++ /dev/null
@@ -1,166 +0,0 @@
-material MyGroundMaterial
-{
-	technique
-	{
-		pass
-		{
-			cull_hardware none
-			cull_software none
-			lighting off
-			texture_unit
-			{
-				texture grass_1024.jpg
-    			tex_address_mode mirror
-			}
-		}
-	}
-}
-
-material MyAnimMaterial
-{
-	technique
-	{
-		pass
-		{
-			texture_unit
-			{
-                anim_texture 0.8 01.png 02.png 03.png 04.png
-//                anim_texture grass_1024.jpg dirt01.jpg cloudy_noon_fr.jpg 5
-			}
-		}
-	}
-}
-
-fragment_program Ogre/Compositor/InvertFP  glsl
-{
-	source invert.frag
-}
-
-vertex_program StdQuad  glsl
-{
-	source StdQuad_vp.glsl
-}
-
-material QuadMaterial2
-{
-	technique
-	{
-		pass
-		{
-//			vertex_program_ref StdQuad {}
-			fragment_program_ref Invert {}
-            
-			lighting off
-//			depth_write off
-//            ambient 1 0 0 0
-			texture_unit
-			{
-				texture r2skin.jpg
-			}
-		}
-	}
-}
-
-//fragment_program Ogre/Compositor/GlassFP cg
-//{
-//	source GlassFP.cg
-//	entry_point main_ps
-//	profiles ps_2_0 arbfp1
-//}
-
-fragment_program Ogre/Compositor/GlassFP  glsl
-{
-	source GlassFP.frag
-}
-
-
-material Ogre/Compositor/GlassPass
-{
-	technique
-	{
-		pass
-		{
-			depth_check off
-
-//			vertex_program_ref Ogre/Compositor/StdQuad {}
-
-			fragment_program_ref Ogre/Compositor/GlassFP
-			{
-			}
-
-			texture_unit RT
-			{
-				tex_address_mode clamp
-				filtering linear linear linear
-			}
-
-			texture_unit
-			{
-				texture WaterNormal1.tga 2d
-                tex_coord_set 1
-				tex_address_mode mirror
-				filtering linear linear linear
-			}
-		}
-	}
-}
-
-material QuadMaterial
-{
-	technique
-	{
-		pass
-		{
-			depth_check off
-
-			vertex_program_ref Ogre/Compositor/StdQuad {}
-
-			fragment_program_ref Ogre/Compositor/GlassFP
-			{
-			}
-
-			texture_unit RT
-			{
-				tex_address_mode clamp
-				filtering linear linear linear
-			}
-
-			texture_unit
-			{
-				texture WaterNormal1.tga 2d
-                tex_coord_set 1
-				tex_address_mode mirror
-				filtering linear linear linear
-			}
-		}
-	}
-}
-material Ogre/Compositor/Invert
-{
-	technique
-	{
-
-		pass
-		{
-			cull_hardware none
-			cull_software none
-			depth_func always_pass
-
-//			vertex_program_ref Ogre/Compositor/StdQuad_Tex2a_vp
-//			{
-//			}
-
-			fragment_program_ref Ogre/Compositor/InvertFP
-			{
-			}
-
-			texture_unit RT
-			{
-                tex_coord_set 0
-				tex_address_mode clamp
-				filtering trilinear
-			}
-
-		}
-	}
-}
diff --git a/media/ventanas.jpg b/media/ventanas.jpg
deleted file mode 100644
Binary files a/media/ventanas.jpg and /dev/null differ
diff --git a/src/BulletUtils.hs b/src/BulletUtils.hs
deleted file mode 100644
--- a/src/BulletUtils.hs
+++ /dev/null
@@ -1,70 +0,0 @@
-module BulletUtils where
-
-import Data.Maybe
-import Foreign
-import Foreign.C.Types
-import Control.Monad
-
-import qualified Data.IntMap as IntMap
-
-import Physics.Bullet
-
-import Graphics.LambdaCube
-
---mkTriangleMeshInterface :: Mesh -> IO PlMeshInterfaceHandle
-mkTriangleMeshInterface mesh = do
-    mi <- plNewMeshInterface
-    --  add triangles to mesh interface
-    forM_ (msSubMeshList mesh) $ \ sm -> when (isJust $ smIndexData sm) $ case (smOperationType sm) of
-        { OT_TRIANGLE_LIST  -> do
-            -- get pointer to position vertex attribute container array
-            let Just vd = if isNothing (smVertexData sm) then msSharedVertexData mesh else smVertexData sm
-                posve   = head $ filter ((VES_POSITION ==) . veSemantic) $ vdElementList $ vdVertexDeclaration vd
-                vb      = (vbbBindingMap $ vdVertexBufferBinding vd) IntMap.! (veSource posve)
-                id      = fromJust $ smIndexData sm
-                ib      = idIndexBuffer id
-            -- lock vb and ib for reading
-                offs    = veOffset posve
-                stride  = getVertexSize vb
-                numtris = getNumIndexes ib `div` 3
-                idxsize = getIndexSize ib
-            pb <- lock vb offs (getSizeInBytes vb - offs) HBL_READ_ONLY
-            idxb <- lock ib 0 (getSizeInBytes ib) HBL_READ_ONLY
-            let getIndex i = case getIndexType ib of
-                    { IT_16BIT  -> do
-                        let p :: Ptr Word16
-                            p = castPtr idxb
-                        v <- peekElemOff p i
-                        return $ fromIntegral v
-                    ; IT_32BIT  -> do
-                        let p :: Ptr Word32
-                            p = castPtr idxb
-                        v <- peekElemOff p i
-                        return $ fromIntegral v
-                    }
-                getVertex i = do
-                    let p :: Ptr CFloat
-                        p = plusPtr pb $ i * stride
-                    [x,y,z] <- peekArray 3 p
-                    return (x,y,z)
-            -- pass through buffer and process triangles
-            forM_ [0..(numtris-1)] $ \ ioffs -> do
-                v0 <- getVertex =<< getIndex (3 * ioffs)
-                v1 <- getVertex =<< getIndex (3 * ioffs + 1)
-                v2 <- getVertex =<< getIndex (3 * ioffs + 2)
-                plAddTriangle mi v0 v1 v2 True
-            unlock vb
-            unlock ib
-        -- TODO: OT_TRIANGLE_STRIP, OT_TRIANGLE_FAN
-        ; _ -> return ()
-        }
-    return mi        
-
-mkStaticTriangleMeshShape mesh = do
-    plNewStaticTriangleMeshShape =<< mkTriangleMeshInterface mesh
-
-mkGimpactTriangleMeshShape mesh = do
-    plNewGimpactTriangleMeshShape =<< mkTriangleMeshInterface mesh
-
-mkConvexTriangleMeshShape mesh = do
-    plNewConvexTriangleMeshShape =<< mkTriangleMeshInterface mesh
diff --git a/src/Utils.hs b/src/Utils.hs
deleted file mode 100644
--- a/src/Utils.hs
+++ /dev/null
@@ -1,307 +0,0 @@
-module Utils where
-
-import Data.Maybe
-import qualified Data.List as List
-import qualified Data.IntMap as IntMap
-import qualified Data.Map as Map
-import Foreign
-import Foreign.C.Types
-import Data.IORef ( IORef, newIORef )
-import Control.Monad as Monad
-import Control.Applicative
-
---import Graphics.UI.GLFW as GLFW
-import Graphics.Rendering.OpenGL as GL
-import FRP.Elerea
-
-import Graphics.LambdaCube
-
-driveNetwork network driver = do
-    dt <- driver
-    case dt of
-        Just dt -> do Monad.join $ superstep network dt
-                      driveNetwork network driver
-        Nothing -> return ()
-
--- FPS measure code
-data State
-    = State
-    { frames    :: IORef Int
-    , t0        :: IORef Double
-    }
-
-fpsState = do
-    a <- newIORef 0
-    b <- newIORef 0
-    return $ State a b
-
-updateFPS :: State -> Double -> IO ()        
-updateFPS state t1 = do
-    let t = 1000*t1
-    frames state $~! (+1)
-    t0' <- get (t0 state)
-    t0 state $= t0' + t
-    when (t + t0' >= 5000) $ do
-    f <- get (frames state)
-    let seconds = (t + t0') / 1000 
-        fps = fromIntegral f / seconds
-    putStrLn (show f ++ " frames in " ++ show seconds ++ " seconds = "++ show fps ++ " FPS")
-    t0 state $= 0
-    frames state $= 0
-
-drawCube = renderPrimitive Quads $ do
-    -- top of cube
-    color $ Color3 0 1 (0.0 :: GLfloat)
-    vertex $ Vertex3   1.0    1.0  (-1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0)   1.0  (-1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0)   1.0  ( 1.0 :: GLfloat)
-    vertex $ Vertex3   1.0    1.0  ( 1.0 :: GLfloat)
-    
-    -- bottom of cube
-    color $ Color3 1 0.5 (0.0 :: GLfloat)
-    vertex $ Vertex3   1.0  (-1.0) ( 1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0) (-1.0) ( 1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0) (-1.0) (-1.0 :: GLfloat)
-    vertex $ Vertex3   1.0  (-1.0) (-1.0 :: GLfloat)
-    
-    -- front of cube
-    color $ Color3 1 0 (0.0 :: GLfloat)
-    vertex $ Vertex3   1.0    1.0  ( 1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0)   1.0  ( 1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0) (-1.0) ( 1.0 :: GLfloat)
-    vertex $ Vertex3   1.0  (-1.0) ( 1.0 :: GLfloat)
-    
-    -- back of cube.
-    color $ Color3 1 1 (0.0 :: GLfloat)
-    vertex $ Vertex3   1.0  (-1.0) (-1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0) (-1.0) (-1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0)   1.0  (-1.0 :: GLfloat)
-    vertex $ Vertex3   1.0    1.0  (-1.0 :: GLfloat)
-    
-    -- left of cube
-    color $ Color3 0 0 (1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0)   1.0  ( 1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0)   1.0  (-1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0) (-1.0) (-1.0 :: GLfloat)
-    vertex $ Vertex3 (-1.0) (-1.0) ( 1.0 :: GLfloat)
-    
-    -- right of cube
-    color $ Color3 1 0 (1.0 :: GLfloat)
-    vertex $ Vertex3   1.0    1.0  (-1.0 :: GLfloat)
-    vertex $ Vertex3   1.0    1.0  ( 1.0 :: GLfloat)
-    vertex $ Vertex3   1.0  (-1.0) ( 1.0 :: GLfloat)
-    vertex $ Vertex3   1.0  (-1.0) (-1.0 :: GLfloat)
-
-initGL width height = do
-    clearColor $= Color4 0 0 0 1
-    clearDepth $= 1
-    depthFunc $= Just Less
-    --depthMask $= Enabled
-    --shadeModel $= Smooth
-    cullFace $= Just Back
-    -- lighting setup
-    materialAmbient Front $= Color4 0.2 0.2 0.2 1
-    materialDiffuse Front $= Color4 1 1 1 1
-    materialSpecular Front $= Color4 0 0 0 0
-    materialShininess Front $= 0
-    materialAmbient Back $= Color4 0.2 0.2 0.2 1
-    materialDiffuse Back $= Color4 1 1 1 1
-    materialSpecular Back $= Color4 0 0 0 0
-    materialShininess Back $= 0
-    GL.position (Light 0) $= Vertex4 20 80 150 1
-    GL.lighting $= Enabled
-    GL.light (Light 0) $= Enabled
-    
-    polygonMode $= (Line,Line)
-    
-    matrixMode $= Projection
-    loadIdentity
-    
-    perspective 45 (width/height) 0.1 200
-    
-    matrixMode $= Modelview 0
-    color $ Color4 1 1 1 (1::GLfloat)
-
-resizeGLScene winSize size@(Size w h) = do
-    winSize (fromIntegral w,fromIntegral h)
-    viewport $= (Position 0 0, size)
-
-    matrixMode $= Projection
-    loadIdentity
-
-    perspective 45 (fromIntegral w / fromIntegral h) 0.1 1000
-    
-    matrixMode $= Modelview 0
-
-cameraSignal (sx,sy,sz) mposs keyss = createSignal $ transfer (Vec4 sx sy sz 0, Vec4 1 0 0 0, Vec4 0 1 0 0,(-pi * 50,0)) calcCam ((,) <$> mposs <*> keyss)
-  where
-    dir cx cy = (vec4xmat44 (Vec4 0 0 (-1) 0) $ rotX (cy) <> rotY (cx),vec4xmat44 (Vec4 0 1 0 0) $ rotX (cy) <> rotY (cx))
-    calcCam dt ((dmx,dmy),(ka,kw,ks,kd,turbo)) (p0,_,_,(mx,my)) = (p4,d,u,(mx',my'))
-      where
-        p1  = if ka then p0 `vec4addvec4` (v `vec4xscalar` t)    else p0
-        p2  = if kw then p1 `vec4addvec4` (d `vec4xscalar` (-t)) else p1
-        p3  = if ks then p2 `vec4addvec4` (d `vec4xscalar` t)    else p2
-        p4  = if kd then p3 `vec4addvec4` (v `vec4xscalar` (-t)) else p3
-        k   = if turbo then 10 else 1
-        t   = k * realToFrac dt
-        mx' = dmx + mx
-        my' = dmy + my
-        (d,u) = dir (mx' / 100) (my' / 100)
-        v   = norm $ d `vec4crossvec4` u
-
-
---mkMesh :: String -> [(Matrix4,Mesh)] -> World -> IO World
-mkMesh name ml w = do
-    let sml             = concat [[(mat,setVD sm $ msSharedVertexData m) | sm <- msSubMeshList m] | (mat,m) <- ml]
-        setVD sm svd    = case smVertexData sm of
-            { Just _    -> sm
-            ; Nothing   -> sm { smVertexData = svd }
-            }
-        matGrp          = groupSetBy (\(_,a) (_,b) -> smMaterialName a == smMaterialName b) sml
-        geomGrp         = concat $ map (groupSetBy declCmp) matGrp
-        declCmp (_,a) (_,b) = sortDecl a == sortDecl b && smOperationType a == smOperationType b
-          where
-            sortDecl sm = List.sort [(veType e, veSemantic e, veIndex e) | e <- vdElementList $ vdVertexDeclaration $ fromJust $ smVertexData sm]
-        vcnt l          = foldl (+) 0 [getNumVertices $ head $ IntMap.elems $ vbbBindingMap $ vdVertexBufferBinding $ fromJust $ smVertexData sm | (_,sm) <- l]
-        rl              = wrResource w
-        rs              = wrRenderSystem w
-        joinVD l        = do
-            let counts      = scanl (+) 0 [getNumVertices $ head $ IntMap.elems $ vbbBindingMap $ vdVertexBufferBinding $ fromJust $ smVertexData sm | (_,sm) <- l]
-                offs        = scanl (\a b -> a + (getTypeSize $ veType b)) 0 d
-                d           = vdElementList $ vdVertexDeclaration $ fromJust $ smVertexData $ snd $ head l
-                decl        =  VertexDeclaration [e { veSource = 0, veOffset = o } | (e,o) <- zip d offs]
-                --vsize       = getVertexSize $ head $ IntMap.elems $ vbbBindingMap $ vdVertexBufferBinding $ fromJust $ smVertexData $ head l -- FIXME
-                vsize       = foldl (\a b -> a + (getTypeSize $ veType b)) 0 $ vdElementList $ decl
-                usage       = HBU_STATIC -- TODO
-                vcount      = last counts
-                material    = smMaterialName $ snd $ head l
-                operation   = smOperationType $ snd $ head l
-                indexCounts = scanl (\a (_,b) -> a + (idIndexCount $ fromJust $ smIndexData b)) 0 l
-                indexCount  = last indexCounts
---                indexCount' = foldl (\a b -> a + (getNumIndexes $ idIndexBuffer $  fromJust $ smIndexData b)) 0 l
-                idType      = if vcount > 0xFFFF then IT_32BIT else IT_16BIT
-                sortDecl dl = List.sortBy (\a b-> (veType a, veSemantic a, veIndex a) `compare` (veType b, veSemantic b, veIndex b)) dl
-                sorteddecl  = sortDecl $ vdElementList decl
-            vb <- createVertexBuffer rs vsize vcount usage True
-            ptr <- lock vb 0 (getSizeInBytes vb) HBL_NORMAL
-            -- iterate over subents
-            --  copy and transform vertex attributes
-            forM_ (zip counts l) $ \(o,(mat,sm)) -> do
-                -- TODO
-                --  filter out VES_BLEND attributes from src and dst declarations (static mesh cant be vertex blended)
-                --  iterate over each vertex attribute and do copy&transform 
-                let svbs    = IntMap.elems $ vbbBindingMap $ vdVertexBufferBinding $ fromJust $ smVertexData sm
-                    srcdecl = sortDecl $ vdElementList $ vdVertexDeclaration $ fromJust $ smVertexData sm
-                --print sorteddecl
-                --print srcdecl
-                sptrs <- forM svbs $ \svb -> lock svb 0 (getSizeInBytes svb) HBL_NORMAL
-
-                let copyAttr se de = do
-                        let sptr    = sptrs !! (veSource se)
-                            sstride = getVertexSize $ svbs !! (veSource se)
-                            svcount = getNumVertices $ svbs !! (veSource se)
-                        forM_ [0..(svcount-1)] $ \i -> copyArray (advancePtr ptr $ (o+i) * vsize + veOffset de) (advancePtr sptr $ i * vsize + veOffset se) (getTypeSize $ veType se)
-                    rFloat3 = peekArray 3 :: Ptr CFloat -> IO [CFloat]
-                    wFloat3 = pokeArray :: Ptr CFloat -> [CFloat] -> IO ()
-                    transrotAttr se de = do
-                        let sptr    = sptrs !! (veSource se)
-                            sstride = getVertexSize $ svbs !! (veSource se)
-                            svcount = getNumVertices $ svbs !! (veSource se)
-                        forM_ [0..(svcount-1)] $ \i -> do
-                            [x,y,z] <- rFloat3 (castPtr $ advancePtr sptr $ i * vsize + veOffset se)
-                            let Vec4 x' y' z' _ = vec4xmat44 (Vec4 (realToFrac x) (realToFrac y) (realToFrac z) 1) mat
-                            wFloat3 (castPtr $ advancePtr ptr $ (o+i) * vsize + veOffset de) [realToFrac x', realToFrac y', realToFrac z']
-                    rotAttr se de = do
-                        let sptr    = sptrs !! (veSource se)
-                            sstride = getVertexSize $ svbs !! (veSource se)
-                            svcount = getNumVertices $ svbs !! (veSource se)
-                        forM_ [0..(svcount-1)] $ \i -> do
-                            [x,y,z] <- rFloat3 (castPtr $ advancePtr sptr $ i * vsize + veOffset se)
-                            let Vec4 x' y' z' _ = vec4xmat44 (Vec4 (realToFrac x) (realToFrac y) (realToFrac z) 0) mat
-                            wFloat3 (castPtr $ advancePtr ptr $ (o+i) * vsize + veOffset de) [realToFrac x', realToFrac y', realToFrac z']
-                        
-                forM_ (zip srcdecl sorteddecl) $ \(se,de) -> case veSemantic se of
-                    { VES_POSITION              -> transrotAttr se de
-                    ; VES_BLEND_WEIGHTS         -> error "invalid semantic"
-                    ; VES_BLEND_INDICES         -> error "invalid semantic"
-                    ; VES_NORMAL                -> rotAttr se de
-                    ; VES_DIFFUSE               -> copyAttr se de
-                    ; VES_SPECULAR              -> copyAttr se de
-                    ; VES_TEXTURE_COORDINATES   -> copyAttr se de
-                    ; VES_BINORMAL              -> rotAttr se de
-                    ; VES_TANGENT               -> rotAttr se de
-                    }
-                forM_ svbs $ \svb -> unlock svb
-            unlock vb
-            
-            ib <- createIndexBuffer rs idType indexCount usage True
---            print $ "created new index buffer: " ++ show indexCount ++ " " ++ show idType ++ " "  ++ show indexCount'
-            print $ "created new index buffer: " ++ show indexCount ++ " " ++ show idType
-            -- 1. lock buffer
-            ptr <- lock ib 0 (getSizeInBytes ib) HBL_NORMAL 
-            -- 2. fill buffer
-            forM_ (zip3 counts l indexCounts) $ \(o,(_,sm),io) -> do
-                let sib = idIndexBuffer $ fromJust $ smIndexData sm
-                    cnt = getNumIndexes sib
-                    st  = getIndexType sib
-                    r16 = peekElemOff :: Ptr Word16 -> Int -> IO Word16
-                    r32 = peekElemOff :: Ptr Word32 -> Int -> IO Word32
-                    w16 = pokeElemOff :: Ptr Word16 -> Int -> Word16 -> IO ()
-                    w32 = pokeElemOff :: Ptr Word32 -> Int -> Word32 -> IO ()
-                sptr <- lock sib 0 (getSizeInBytes sib) HBL_NORMAL 
-                print (o,cnt,io)
-                forM_ [0..(cnt-1)] $ \i -> case (idType,st) of
-                    { (IT_16BIT,IT_16BIT) -> do
-                        d <- r16 (castPtr sptr) i
-                        w16 (castPtr ptr) (io+i) $ d + fromIntegral o
-                    ; (IT_16BIT,IT_32BIT) -> do
-                        d <- r32 (castPtr sptr) i
-                        w16 (castPtr ptr) (io+i) $ fromIntegral d + fromIntegral o
-                    ; (IT_32BIT,IT_16BIT) -> do
-                        d <- r16 (castPtr sptr) i
-                        w32 (castPtr ptr) (io+i) $ fromIntegral d + fromIntegral o
-                    ; (IT_32BIT,IT_32BIT) -> do
-                        d <- r32 (castPtr sptr) i
-                        w32 (castPtr ptr) (io+i) $ d + fromIntegral o
-                    }
-                unlock sib
-            -- 3. unlock buffer
-            unlock ib
-
-            let binding = VertexBufferBinding $ IntMap.fromList [(0,vb)]
-                vd      = VertexData decl binding 0 vcount
-                idat    = IndexData ib 0 indexCount
-            print decl
-            print $ "vcount " ++ show vcount ++ " indexCount " ++ show indexCount
-            return $ SubMesh
-                { smOperationType       = operation
-                , smVertexData          = Just vd
-                , smIndexData           = Just idat
-                , smExtremityPoints     = undefined -- TODO
-                , smMaterialName        = material
-                }
-    print $ "groupNum: " ++ (show $ length geomGrp)
-    print $ map length geomGrp
-    print $ foldl (+) 0 $ map length geomGrp
-    print $ map vcnt geomGrp
-    print $ foldl (+) 0 $ map vcnt geomGrp
-    sml' <- mapM joinVD geomGrp
-    let mesh = Mesh 
-            { msSubMeshList                 = sml'
-            , msSharedVertexData            = Nothing
-            , msSubMeshNameMap              = undefined -- TODO
-            , msBoundRadius                 = undefined -- TODO
-            , msSkeletonName                = undefined -- TODO
-            , msVertexBufferUsage           = undefined -- TODO
-            , msIndexBufferUsage            = undefined -- TODO
-            , msVertexBufferShadowBuffer    = undefined -- TODO
-            , msIndexBufferShadowBuffer     = undefined -- TODO
-            }
-    return w { wrResource = rl { rlMeshMap = Map.insert name mesh (rlMeshMap rl) } }
-
-mkMeshN name nl w0 = do
-    let f (w,l) (mt,n) = do
-            (m,w') <- getMesh n w
-            return (w',(mt,m):l)
-    (w1,l) <- foldM f (w0,[]) nl
-    mkMesh name l w1
diff --git a/src/lambdacube-bullet-example.hs b/src/lambdacube-bullet-example.hs
deleted file mode 100644
--- a/src/lambdacube-bullet-example.hs
+++ /dev/null
@@ -1,160 +0,0 @@
-import Data.Maybe
-import Data.Map hiding (filter)
-import qualified Data.IntMap as IntMap
-import Control.Monad
-import Control.Applicative
-import Foreign
-import Foreign.C.Types
-
-import FRP.Elerea
-import Graphics.UI.GLFW as GLFW
-import Graphics.Rendering.OpenGL as GL hiding (light)
-import System.Log.Logger
-
-import Graphics.LambdaCube
-import Graphics.LambdaCube.RenderSystem.GL
-import qualified Graphics.LambdaCube.Loader.StbImage as Stb
-import Physics.Bullet
-
-import Paths_lambdacube_bullet (getDataFileName)
-
-import Utils
-import BulletUtils
-
-integral v0 s = transfer v0 (\dt v v0 -> v0+v*realToFrac dt) s
-
-baseMousePos = Position 200 200
-
-main = do
-    updateGlobalLogger rootLoggerName (setLevel DEBUG)
-    initialize
-    openWindow (Size 640 480) [DisplayRGBBits 8 8 8, DisplayAlphaBits 8, DisplayDepthBits 24] Window
-    windowTitle $= "Lambda-Cube GLFW UnsafeFRP Example 1"
-    GLFW.mousePos $= baseMousePos
-    GLFW.disableSpecial MouseCursor
-
-    GL.TextureUnit mtu <- GL.get GL.maxTextureUnit
-    print $ "max texunit: " ++ (show mtu)
-
-    v <- get vendor
-    rend <- get renderer
-    ver <- get glVersion
-    exts <- get glExtensions
-    shver <- get shadingLanguageVersion
---    mm <- get majorMinor
-    debugM "gl" $ "vendor: " ++ show v
-    debugM "gl" $ "renderer: " ++ show rend
-    debugM "gl" $ "glVersion: " ++ show ver
-    debugM "gl" $ "glExtensions: " ++ show exts
-    debugM "gl" $ "shadingLanguageVersion: " ++ show shver
---    debugM "gl" $ "majorMinor: " ++ show mm
-
-    initGL 640 480
-    (windowSize,windowSizeSink) <- external (0,0)
-    (mousePosition,mousePositionSink) <- external (0,0)
-    (mousePress,mousePressSink) <- external False
-    (firePress,firePressSink) <- external False
-    (fblrPress,fblrPressSink) <- external (False,False,False,False,False)
-
-    mediaPath <- getDataFileName "media"
-    
-    windowSizeCallback $= resizeGLScene windowSizeSink
-    renderSystem <- mkGLRenderSystem
-    world <- addRenderWindow "MainWindow" 640 480 [mkViewport 0 0 1 1 "Camera1" []]
-          =<< addResourceLibrary [("General",[(PathDir,mediaPath)])]
---          =<< addConfig "resources.cfg"
-          =<< mkWorld renderSystem [Stb.loadImage]
-
-    --(w',ent) <- createEntity world "Cube" "Cube.mesh.xml"
-    (w',ent) <- createEntity world "car" "scooby_body.mesh.xml"
-    (w'',colent) <- createEntity w' "car_collision" "scooby_body.mesh.xml"
-    (w''',ground) <- createEntity w'' "ground" "Ground.mesh.xml"
-    --,mkNode "Root" "GroundNode1" (scal 80 <> transl sx 0 sz) [mesh "Ground.mesh.xml"]
-    (worldSignal,worldSignalSink) <- external (w'',0,[])
-
-    let shapeMesh = enMesh colent -- (rlMeshMap $ wrResource w') ! "Cube.mesh.xml" -- "ogrehead.lmesh"
-
-    sdk <- plNewBulletSdk
-    dw <- plCreateDynamicsWorld sdk
-    gs <- plNewBoxShape 1000 100 1000
-    gb <- plCreateRigidBody nullPtr 0 gs
-    plAddRigidBody dw gb
-    plSetPosition gb (0,-103,0)
-    --shape <- mkConvexHullMeshShape shapeMesh
-    shape <- mkConvexTriangleMeshShape shapeMesh
-    --shape <- mkStaticTriangleMeshShape shapeMesh
-    --shape <- mkGimpactTriangleMeshShape shapeMesh
-    --shape <- plNewBoxShape 1 1 1
-
-    re1 <- createSignal $ integral 0 $ pure (1.5)
-    re2 <- createSignal $ integral 10 $ pure (-1.0)
-    re3 <- createSignal $ integral 110 $ pure (0.8)
-    time <- createSignal $ stateful 0 (+)
-    fire <- createSignal $ transfer (0,False) (\ t f (rt,_) -> if f then (if rt > 0 then (max 0 $ rt - t) else 0.5,rt <= 0) else ((max 0 $ rt - t),False)) firePress
-    cam <- cameraSignal (-10,0,0) mousePosition fblrPress
-
-    s <- fpsState
-
-    driveNetwork (drawGLScene ent dw shape ground worldSignalSink <$> fire <*> worldSignal <*> windowSize <*> mousePosition <*> re1 <*> re2 <*> re3 <*> cam)-- <*> zsin <*> cam)
-                 (readInput dw s firePressSink mousePositionSink mousePressSink fblrPressSink)
-
-    closeWindow
-
-readInput dw s fire mousePos mouseBut fblrPress = do
-    t <- get GLFW.time
-    updateFPS s t
-    GLFW.time $= 0
-    let Position x0 y0 = baseMousePos
-    Position x y <- get GLFW.mousePos
-    GLFW.mousePos $= baseMousePos
-    mousePos (fromIntegral (x-x0),fromIntegral (y-x0))
-
-    b <- GLFW.getMouseButton GLFW.ButtonLeft
-    mouseBut (b == GLFW.Press)
-    k <- (==GLFW.Press) <$> getKey ESC
-    kw <- (==GLFW.Press) <$> getKey UP -- $ CharKey 'w'
-    ks <- (==GLFW.Press) <$> getKey DOWN -- $ CharKey 's'
-    ka <- (==GLFW.Press) <$> getKey LEFT -- $ CharKey 'a'
-    kd <- (==GLFW.Press) <$> getKey RIGHT -- $ CharKey 'd'
-    turbo <- (==GLFW.Press) <$> getKey RSHIFT
-    fblrPress (ka,kw,ks,kd,turbo)
-    fire =<< (==GLFW.Press) <$> getKey '.'
-    plStepSimulation dw $ realToFrac t
-
-    return (if k then Nothing else Just t)
-
-drawGLScene ent dw shape ground worldSink (_,fire) (world,i,l) (w,h) (cx,cy) re1 re2 re3 (cam',dir,up,_) {-zsin camMat-} = do
-    let getTransform body = do
-            (e0',e1',e2',e3',e4',e5',e6',e7',e8',e9',eA',eB',eC',eD',eE',eF') <- plGetOpenGLMatrix body
-            let (e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,eA,eB,eC,eD,eE,eF) = (f e0',f e1',f e2',f e3',f e4',f e5',f e6',f e7',f e8',f e9',f eA',f eB',f eC',f eD',f eE',f eF')
-                f :: CFloat -> FloatType
-                f = realToFrac
-            return $ mk4 (Matrix4 e0 e1 e2 e3 e4 e5 e6 e7 e8 e9 eA eB eC eD eE eF) ent
-
-        cam = Camera
-            { cmName        = "Camera1"
-            , cmFov         = 45
-            , cmNear        = 0.1
-            , cmFar         = 1000
-            , cmAspectRatio = Nothing
-            , cmPolygonMode = PM_SOLID
-            }
-
-        mk4 m e = (m,prepare m e,constRenderQueueMain,constRenderableDefaultPriority)
-
-    p <- mapM getTransform l
-    renderWorld 0 "MainWindow" (FlattenScene (mk4 (scal 200 <> transl 0 (-3) 0) ground:p)
-                                               [(lookat cam' dir up,cam)] [])
-                    =<< updateTargetSize "MainWindow" w h
-                        world
-    swapBuffers
-    when fire $ do
-        let world' = world
-        -- create new rigid body
-        b <- plCreateRigidBody Foreign.nullPtr 10 shape
-        plAddRigidBody dw b
-        --plSetPosition b (0,6 + fromIntegral (3*i+1),0)
-        plSetPosition b (0,6,0)
-        putStrLn $ "instances: " ++ show (i+1)
-        -- update rigid body map
-        worldSink (world',i+1,b:l)
