Index: new-game.cpp
===================================================================
--- new-game.cpp	(revision 1e3dddf7672d6624eed97336ccc04da777e1fb8e)
+++ new-game.cpp	(revision 3d96d1360b5f5b2063946add31a136ae67b551cc)
@@ -265,4 +265,7 @@
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+#else
+   glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
+   glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
 #endif
 
@@ -270,6 +273,4 @@
    GLFWmonitor* mon = NULL;
 
-   glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
-   glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_SAMPLES, 16);
    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
@@ -300,4 +301,6 @@
       glDebugMessageCallback((GLDEBUGPROC)debugGlCallback, nullptr);
       cout << "Bound debug callback" << endl;
+   } else {
+     cout << "OpenGL debugg message callback is not supported" << endl;
    }
 
@@ -796,5 +799,5 @@
 
          // this code moves the asteroids
-         for (int i = 0; i < objects.size(); i++) {
+         for (unsigned int i = 0; i < objects.size(); i++) {
             if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) {
                transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
@@ -1244,5 +1247,5 @@
 
    obj->normals.reserve(obj->points.size());
-   for (int i = 0; i < obj->points.size(); i += 9) {
+   for (unsigned int i = 0; i < obj->points.size(); i += 9) {
       vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]);
       vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]);
@@ -1332,5 +1335,5 @@
 
    // start from the second point
-   for (int i = 3; i < obj->points.size(); i += 3) {
+   for (unsigned int i = 3; i < obj->points.size(); i += 3) {
       if (min_x > obj->points[i]) {
          min_x = obj->points[i];
@@ -1369,5 +1372,5 @@
       obj->bounding_radius = radius_z;
 
-   for (int i = 0; i < obj->points.size(); i += 3) {
+   for (unsigned int i = 0; i < obj->points.size(); i += 3) {
       obj->points[i] -= obj->bounding_center.x;
       obj->points[i + 1] -= obj->bounding_center.y;
@@ -2024,5 +2027,5 @@
 
    glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
-   for (int i = 0; i < obj.num_points; i++) {
+   for (unsigned int i = 0; i < obj.num_points; i++) {
       glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
    }
@@ -2070,6 +2073,4 @@
    // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
    // and then re-used here
-
-   mat4 new_model_transform = translate(mat4(1.0f), translation) * laser->model_transform;
 
    vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
@@ -2297,6 +2298,11 @@
          ImGuiWindowFlags_NoResize |
          ImGuiWindowFlags_NoMove);
+<<<<<<< HEAD
       ImGui::Text(ssScore.str().c_str());
       ImGui::Text(ssFps.str().c_str());
+=======
+      ImGui::Text("Score: ???");
+      ImGui::Text("FPS:   %f", fps);
+>>>>>>> 446e55df316c547047dc0eb5c46189c6958dba21
       ImGui::End();
    }
