Index: pong.cpp
===================================================================
--- pong.cpp	(revision 9e81839edff77dc59eb5269483c3d2c2edaf631d)
+++ pong.cpp	(revision eeece4e8ea23536fdef9123c508cc52c41593cbf)
@@ -96,13 +96,19 @@
 
    GLfloat points_paddle[] = {
-       0.0f, -0.5f,  0.0f,
-       0.5f,  0.5f,  0.0f,
-      -0.5f,  0.5f,  0.0f,
+      -1.0f,  1.0f,  0.0f,
+      -1.0f,  0.7f,  0.0f,
+      -0.9f,  0.7f,  0.0f,
+      -1.0f,  1.0f,  0.0f,
+      -0.9f,  0.7f,  0.0f,
+      -0.9f,  1.0f,  0.0f,
    };
 
    GLfloat colors_paddle[] = {
       1.0, 0.0, 0.0,
-      0.0, 0.0, 1.0,
-      0.0, 1.0, 0.0,
+      1.0, 0.0, 0.0,
+      1.0, 0.0, 0.0,
+      1.0, 0.0, 0.0,
+      1.0, 0.0, 0.0,
+      1.0, 0.0, 0.0,
    };
 
@@ -111,5 +117,5 @@
      0.0f, 1.0f, 0.0f, 0.0f, // column 2
      0.0f, 0.0f, 1.0f, 0.0f, // column 3
-     0.5f, 0.0f, 0.0f, 1.0f, // column 4
+     0.0f, 0.0f, 0.0f, 1.0f, // column 4
    };
 
@@ -130,4 +136,5 @@
 
    glLinkProgram(shader_program);
+   glUseProgram(shader_program);
 
    GLint location = glGetUniformLocation(shader_program, "model");
@@ -146,10 +153,18 @@
       }
 
+      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+      model[12] = 0.0f;
+      glUniformMatrix4fv(location, 1, GL_FALSE, model);
+
+      glBindVertexArray(paddle_vao);
+      glEnableVertexAttribArray(0);
+      glEnableVertexAttribArray(1);
+
+      glDrawArrays(GL_TRIANGLES, 0, sizeof(points_paddle)/sizeof(GLfloat)/3);
+
       model[12] = last_position + speed*elapsed_seconds;
       last_position = model[12];
-      glUseProgram(shader_program);
       glUniformMatrix4fv(location, 1, GL_FALSE, model);
-
-      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
       glBindVertexArray(ball_vao);
@@ -157,11 +172,5 @@
       glEnableVertexAttribArray(1);
 
-      glDrawArrays(GL_TRIANGLES, 0, 3);
-
-      glBindVertexArray(paddle_vao);
-      glEnableVertexAttribArray(0);
-      glEnableVertexAttribArray(1);
-
-      glDrawArrays(GL_TRIANGLES, 0, 3);
+      glDrawArrays(GL_TRIANGLES, 0, sizeof(points)/sizeof(GLfloat)/3);
 
       glfwPollEvents();
