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Cliff Biffle committed 46a17c7

Switched the default rendering method to points, rather than cards. Points is slightly faster and avoids some strange Z-buffer issues I'm seeing.

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   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   
-  [self drawDepthFieldAsCards];
+  [self drawDepthFieldAsPoints];
   
   
   [[self openGLContext] flushBuffer];