Index: new-game.cpp
===================================================================
--- new-game.cpp	(revision 1f3d32b77dc56955a20fc5b2563d790e385a51c8)
+++ new-game.cpp	(revision 2b0214ca505392d9242f491cd493243bda726bf6)
@@ -458,4 +458,8 @@
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
 
+   // Comment these two lines out when I want to use selected colors
+   glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
+   glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
+
    glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
@@ -734,4 +738,7 @@
 
                if ((obj_center.z - objects[i]->bounding_radius) > -NEAR_CLIP) {
+                  removeObjectFromScene(*objects[i], ubo);
+               }
+               if (((Asteroid*)objects[i])->hp <= 0) {
                   removeObjectFromScene(*objects[i], ubo);
                }
@@ -1951,5 +1958,5 @@
 
       if (closestAsteroid != NULL) {
-         eot = new EffectOverTime(closestAsteroid->hp, -5, closestAsteroid);
+         eot = new EffectOverTime(closestAsteroid->hp, -10, closestAsteroid);
          effects.push_back(eot);
       }
@@ -2036,4 +2043,5 @@
    glBindVertexArray(color_vao);
 
+   /*
    if (selectedObject != NULL) {
       glBindBuffer(GL_ARRAY_BUFFER, selected_colors_vbo);
@@ -2042,7 +2050,9 @@
       glDrawArrays(GL_TRIANGLES, selectedObject->vertex_vbo_offset, selectedObject->num_points);
    }
-
-   glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
-   glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
+   */
+
+   // Uncomment this code when I want to use selected colors again
+   // glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
+   // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
 
    glDrawArrays(GL_TRIANGLES, shaderBufferInfo[color_sp].vbo_base, shaderBufferInfo[color_sp].vbo_offset);
