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    HMesh::VertexAttributeVector<CGLA::Vec3f> DebugRenderer::vertex_colors;
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    HMesh::VertexAttributeVector<CGLA::Vec3f> DebugRenderer::vertex_colors;
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    HMesh::HalfEdgeAttributeVector<CGLA::Vec3f> DebugRenderer::edge_colors;
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    HMesh::HalfEdgeAttributeVector<CGLA::Vec3f> DebugRenderer::edge_colors;
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    HMesh::FaceAttributeVector<CGLA::Vec3f> DebugRenderer::face_colors;
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    HMesh::FaceAttributeVector<CGLA::Vec3f> DebugRenderer::face_colors;
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    void DebugRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth)
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    void DebugRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth, float rad)
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    {
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    {
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        GLint old_prog;
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        GLint old_prog;
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        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
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        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
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        glUseProgram(prog);
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        glUseProgram(prog);
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        glNewList(display_list,GL_COMPILE);
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        glNewList(display_list,GL_COMPILE);
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        glEnd();
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        glEnd();
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        glLineWidth(1);
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        glLineWidth(1);
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        Vec3d c;
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        Vec3d c;
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        float r;
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        float r;
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        bsphere(m, c, r);
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        bsphere(m, c, r);
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        r *= 0.01;
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        r *= rad;
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        for(auto vid : m.vertices())
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        for(auto vid : m.vertices())
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        {
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        {
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            Vec3d p = m.pos(vid);
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            Vec3d p = m.pos(vid);
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            Vec3f c = vertex_colors[vid];
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            Vec3f c = vertex_colors[vid];
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            glColor3f(c[0], c[1], c[2]);
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            glColor3f(c[0], c[1], c[2]);