diff --git a/graph/shape.cpp b/graph/shape.cpp
index dabf4b9..b50cd96 100644
--- a/graph/shape.cpp
+++ b/graph/shape.cpp
@@ -1,151 +1,149 @@
 #include "shape.h"
 #include <QMatrix4x4>
 #include <QGLShaderProgram>
 #include "shaderid.h"
 
 Shape::Shape(const QString& label, flags_t flags)
 {
     this->_label = label;
     this->flags = flags;
 }
 
 Shape::~Shape()
 {
 
 }
 
 QString Shape::label() const
 {
     return _label;
 }
 
 void Shape::setGLBuffer(const GLBuffer& buffer)
 {
     this->buffer = buffer;
 }
 
 const GLBuffer& Shape::getGLBuffer() const
 {
     return buffer;
 }
 
 bool Shape::isUpdating() const
 {
     return (flags & S_UPDATE) != 0;
 }
 
 void Shape::setUpdate(bool value)
 {
     if (value)
-        flags ¦= S_UPDATE;
+        flags |= S_UPDATE;
     else
         flags &= ~S_UPDATE;
 }
 
 void Shape::toggleUpdate()
 {
     flags ^= S_UPDATE; // Switch first bit of flags (Voir operateur ^(xor))
 }
 
 bool Shape::isRendering() const
 {
     return (flags & S_RENDER) != 0;
 }
 
 bool Shape::isFillMode() const
 {
     return (flags & S_FILL_MODE) != 0;
 }
 
 flags_t Shape::getFlags() const
 {
     return flags;
 }
 
 void Shape::setRender(bool value)
 {
    if (value)
-       flags ¦= S_RENDER;
+       flags |= S_RENDER;
    else
        flags &= ~S_RENDER;
 }
 
 void Shape::toggleRender()
 {
     flags ^= S_RENDER;
 }
 
 void Shape::setFlags(flags_t flags)
 {
     this->flags = flags;
 }
 
 void Shape::toggleFillMode()
 {
     flags ^= S_FILL_MODE;
 }
 
 void Shape::setFillMode(bool value)
 {
     if (value)
         flags |= S_FILL_MODE;
     else
         flags &= ~S_FILL_MODE;
 }
 
 void Shape::render(QGLShaderProgram *shaders, QMatrix4x4 *matrix)
 {
     /* translate position */
     QVector3D pos = qtVector(this->position());
 
     matrix->translate(pos);
 
     /* set color */
     shaders->setAttributeValue(ShaderID::color, buffer.color, 4, 0);
 
     /* bind buffers */
     buffer.vbo.bind();
     buffer.ibo.bind();
 
     /* 
      * enable GL_FLOAT formatting
      * set a ibo offset
      */
     shaders->setAttributeBuffer(ShaderID::vertex, GL_FLOAT, 3, 0);
     shaders->enableAttributeArray(ShaderID::vertex);
 
 // TODO, understand why it starts from nullptr !!
 #define BUFFER_OFFSET(a) ((char*)nullptr + (a))
 
     GLuint counter = 0;
 
     /* loop through GLGroups */
     for (auto group : buffer.groups)
     {
         /* Finally draw onto the graphics OpenGL engine */
         glDrawElements( group.primitive,
                         group.ibo_size,
                         GL_UNSIGNED_INT,
                         BUFFER_OFFSET(counter));
 
         /* Increase elements memory counter */
         counter += group.ibo_size;
     }
 
     /* Disable GL_FLOAT formatting */
     shaders->disableAttributeArray(ShaderID::vertex);
 
     /* release buffers */
     buffer.vbo.release();
     buffer.vbo.release();
 
     /* re-establish position */
     matrix->translate(-pos);
 }
 
 QVector3D qtVector(const SVector<3>& v)
 {
     return QVector3D((float)v[0], (float)v[1], (float)v[2]); 
 }
-
->>>>>>> ancarola