lighthouse3d tutorial + ofxShader help

Hi,

I am learning GLSL, so I am following alone the Lighthouse3D tutorials and I am using the ofxShader addon, lesson 1 and 2 were OK but I am stuck in lesson 3 http://www.lighthouse3d.com/opengl/glsl/index.php?flatten

The problem is that the vertex shader use a time variable to deform in time the teapot, and this time variable is not been updated, here is my code:
testApp.cpp

  
  
void testApp::draw(){  
	  
	glViewport(0, 0, ofGetWidth(), ofGetHeight());  
	glMatrixMode(GL_PROJECTION);  
	glLoadIdentity();  
	gluPerspective(45.0f, (GLfloat)ofGetWidth() / (GLfloat)ofGetHeight(), 0.1f, 100.0f);  
	glMatrixMode(GL_MODELVIEW);  
	glLoadIdentity();  
	  
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  
	glLoadIdentity();  
	gluLookAt(0.0, 0.0, 5.0,   
			  0.0, 0.0, 0.0,  
			  0.0f, 1.0f, 0.0f);  
	  
  
	time += 0.01;  
  
	shader.setShaderActive(true);  
	shader.setUniformVariable1f("time", time);  
	  
	ofSetColor(100, 100, 200);  
	glutSolidTeapot(1.0f);  
	  
	  
	shader.setShaderActive(false);  
	  
	//glutSwapBuffers();  
}  
  

and the shader code is simple.vert

  
  
uniform float time;  
  
void main(void) {  
	vec4 v = vec4(gl_Vertex);  
	v.z = sin(5.0 * v.x + time * 0.01) * 0.25;  
	  
	gl_Position = gl_ModelViewProjectionMatrix * v;  
}  
  

Another thing thats giving me a headache is that the coordinates seems to be different from the tutorial, for example when they flatten on Z my results are in Y, any ideas?

Thanks in advance!
rS

Ok I found a solution to 1 of the issues, it does work the problem was in the line

  
v.z = sin(5.0 * v.x + time * 0.01) * 0.25;  

of the vertex shader, take out the 0.01 and the teapot does wave.

Now I am still trying to figure out why my Y, Z coordinates are different from the tutorial

Any ideas?

Cheers
rS