    0, 150,   0,
      ]);

  // Center the F around the origin and Flip it around. We do this because
  // we're in 3D now with and +Y is up where as before when we started with 2D
  // we had +Y as down.

  // We could do by changing all the values above but I'm lazy.
  // We could also do it with a matrix at draw time but you should
  // never do stuff at draw time if you can do it at init time.
  var matrix = m4.xRotation(Math.PI);
  matrix = m4.translate(matrix, -50, -75, -15);

  for (var ii = 0; ii <