diff --git a/.idea/vcs.xml b/.idea/vcs.xml
new file mode 100644
index 0000000000000000000000000000000000000000..35eb1ddfbbc029bcab630581847471d7f238ec53
--- /dev/null
+++ b/.idea/vcs.xml
@@ -0,0 +1,6 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="VcsDirectoryMappings">
+    <mapping directory="" vcs="Git" />
+  </component>
+</project>
\ No newline at end of file
diff --git a/cmake-build-debug/.ninja_deps b/cmake-build-debug/.ninja_deps
index bee9f37efd02199faa1eeec52c66fe7f16ca01b2..f55307ba380053001d70b66f81876891129699af 100644
Binary files a/cmake-build-debug/.ninja_deps and b/cmake-build-debug/.ninja_deps differ
diff --git a/cmake-build-debug/.ninja_log b/cmake-build-debug/.ninja_log
index 4342388a4f9532f1740aa38d148b5a74215e7d25..acf677c27f15e8c167f527a1e92bce3ccb1086e1 100644
--- a/cmake-build-debug/.ninja_log
+++ b/cmake-build-debug/.ninja_log
@@ -65,3 +65,27 @@
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+19	2545	7671225479814950	CMakeFiles/OpenGL_Praktikum.dir/src/main.cpp.obj	195d9e105c20c9dc
+13	2601	7671225480398483	CMakeFiles/OpenGL_Praktikum.dir/src/Game/Window.cpp.obj	ab9d4e71a8c90cb0
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+7	1945	7671228298905136	CMakeFiles/OpenGL_Praktikum.dir/src/Game/Scene.cpp.obj	a89dc091bea583c7
+1946	2448	7671228303861101	OpenGL_Praktikum.exe	9fec4fbaeb613d2c
+7	1778	7671229330744667	CMakeFiles/OpenGL_Praktikum.dir/src/Game/Scene.cpp.obj	a89dc091bea583c7
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diff --git a/cmake-build-debug/CMakeFiles/OpenGL_Praktikum.dir/src/Game/Window.cpp.obj b/cmake-build-debug/CMakeFiles/OpenGL_Praktikum.dir/src/Game/Window.cpp.obj
index a93fd8bbf5609c0e9fd275bd84ae42ce5b8ed7d9..4c9b3e0cfc6c92b65a8f3ff83421469398922169 100644
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diff --git a/cmake-build-debug/OpenGL_Praktikum.exe b/cmake-build-debug/OpenGL_Praktikum.exe
index c6b5ba0744c6dace1c82c5ae6c8d7420d071eaeb..83b868c7440665dc57ebfa1fd5c874cbb93d904f 100644
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diff --git a/cmake-build-debug/Testing/Temporary/LastTest.log b/cmake-build-debug/Testing/Temporary/LastTest.log
index 2487e2465770382c93a0c909115a8a4be22b9c07..affc445a66815ebec370cbdeccfcd56bd6f8679c 100644
--- a/cmake-build-debug/Testing/Temporary/LastTest.log
+++ b/cmake-build-debug/Testing/Temporary/LastTest.log
@@ -1,3 +1,3 @@
-Start testing: Apr 21 17:37 Mitteleurop�ische Sommerzeit
+Start testing: Apr 23 17:01 Mitteleurop�ische Sommerzeit
 ----------------------------------------------------------
-End testing: Apr 21 17:37 Mitteleurop�ische Sommerzeit
+End testing: Apr 23 17:01 Mitteleurop�ische Sommerzeit
diff --git a/cmake-build-debug/perflog.csv b/cmake-build-debug/perflog.csv
index 8d08049192f93141e99f966a6b0ca1f7c5821641..802f6edfaa197edd04d89d2ad5f26d1cae067eb1 100644
--- a/cmake-build-debug/perflog.csv
+++ b/cmake-build-debug/perflog.csv
@@ -1,28 +1,35 @@
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diff --git a/src/Game/Scene.cpp b/src/Game/Scene.cpp
index 1d0b8054a0946848cb9f03d6da89b230a63837e7..c58e4bc53e32347fbe1aaf61480747ead35313ea 100644
--- a/src/Game/Scene.cpp
+++ b/src/Game/Scene.cpp
@@ -63,7 +63,7 @@ bool Scene::init()
         m_shader->use();
 
         float rF,gF,bF = 0.5f;
-
+        float rU, gU, bU = 0.5f;
 
         
         float vertices_home[] = {
@@ -163,7 +163,38 @@ bool Scene::init()
             9, 10, 11
         };
 
+        float vertices_name_U[] = {
+                // linke splate
+                0.5f, 0.0f,rU, gU, bU, // oben links
+                0.55f, 0.0f,rU, gU, bU, // oben rechts
+                0.5f, -1.0f,rU, gU, bU, // unten links
+                0.55f, -1.0f,rU, gU, bU, // unten rechts
+
+                // rechte splate
+                0.95f, 0.0f,rU, gU, bU, // oben links
+                1.0f, 0.0f,rU, gU, bU, // oben rechts
+                0.95f, -1.0f,rU, gU, bU, // unten links
+                1.0f, -1.0f,rU, gU, bU, // unten rechts
+
+
+                // untere splate
+                0.5f, -0.95f,rU, gU, bU, // oben links
+                1.0f, -0.95f,rU, gU, bU, // oben rechts
+
+        };
+
+        unsigned int indices_name_U[] = {
+                3,1,0,
+                0,2,3,
+
+                7,5,4,
+                4,6,7,
+
+                7,8,2,
+                7,9,8
+
 
+        };
 
 
 
@@ -214,6 +245,21 @@ bool Scene::init()
         createAndBind_VBO_VAO_IBO(objectBuffer_Name_F);
         // ##########################################################################################
 
+        // ############################### CREATE NAME [U] OBJECT ###############################
+        // ############################### WARNING ################################################
+        // "The address of local variable ‘vertices’ may escape the function"
+        // the pointer objectBuffer.vertices and objectBuffer.indices will point to invalid memory after the function returns,
+        // because local arrays exist only on the stack temporarily.
+        // you may fix that with static decleration or with allocation with new/mallloc
+        objectBuffer_Name_U.vertices = vertices_name_U;
+        objectBuffer_Name_U.setSizeVerticesInBytes(sizeof(vertices_name_U));
+
+        objectBuffer_Name_U.indices = indices_name_U;
+        objectBuffer_Name_U.setSizeIndices(sizeof(indices_name_U));
+
+        createAndBind_VBO_VAO_IBO(objectBuffer_Name_U);
+        // ##########################################################################################
+
 
         glEnable(GL_CULL_FACE);
         glFrontFace(GL_CCW);
@@ -234,6 +280,7 @@ void Scene::render(float dt)
     //####################################################################################################################
 
 
+
     // activate VAO //
     glBindVertexArray(objectBuffer_House.vaoID);
     // render call //
@@ -241,6 +288,16 @@ void Scene::render(float dt)
     // good programmers should reset //
      glBindVertexArray(0);
 
+
+    //###################################################################################################################
+
+    //####################################################################################################################
+    // activate VAO //
+    glBindVertexArray(objectBuffer_Name_U.vaoID);
+    // render call //
+    glDrawElements(GL_TRIANGLES, objectBuffer_Name_U.elementsNumberOfIndices, GL_UNSIGNED_INT, 0);
+    // good programmers should reset //
+    glBindVertexArray(0);
     //###################################################################################################################
 
     if (toggelBetweenObjects){
@@ -273,7 +330,7 @@ void Scene::update(float dt)
     // the active buffer is home, that's why the home change it's color now
     std::random_device rd;
     std::mt19937 gen(rd());
-    std::uniform_real_distribution<float> dist(0.0f, 1.0f);
+    std::uniform_real_distribution<float> dist(0.0f, 0.90f);
 
     float r = dist(gen);
     float g = dist(gen);
@@ -344,6 +401,36 @@ void Scene::update(float dt)
             -0.5f,  0.5f, r, g, b
     };
 
+
+    float rU = dist(gen) + 0.10;
+    float gU = dist(gen) + 0.10;;
+    float bU = dist(gen) + 0.10;;
+
+    float vertices_name_U[] = {
+            // linke splate
+            0.5f, 0.0f,rU, gU, bU, // oben links
+            0.55f, 0.0f,rU, gU, bU, // oben rechts
+            0.5f, -1.0f,rU, gU, bU, // unten links
+            0.55f, -1.0f,rU, gU, bU, // unten rechts
+
+            // rechte splate
+            0.95f, 0.0f,rU, gU, bU, // oben links
+            1.0f, 0.0f,rU, gU, bU, // oben rechts
+            0.95f, -1.0f,rU, gU, bU, // unten links
+            1.0f, -1.0f,rU, gU, bU, // unten rechts
+
+
+            // untere splate
+            0.5f, -0.95f,rU, gU, bU, // oben links
+            1.0f, -0.95f,rU, gU, bU, // oben rechts
+
+    };
+    glBindBuffer(GL_ARRAY_BUFFER, objectBuffer_Name_U.vboID);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_name_U), vertices_name_U, GL_STATIC_DRAW);
+
+
+
+
     toggelBetweenObjects = !toggelBetweenObjects;
 
     if(toggelBetweenObjects){
diff --git a/src/Game/Scene.h b/src/Game/Scene.h
index 3c991148d946f02daf14fc5f58749455ee5c9377..39183a2e091b0bd51a25c7cefd104d6e9838bfc8 100644
--- a/src/Game/Scene.h
+++ b/src/Game/Scene.h
@@ -61,6 +61,7 @@ private:
     ObjectBuffer objectBuffer_House;
     ObjectBuffer objectBuffer_Name_S;
     ObjectBuffer objectBuffer_Name_F;
+    ObjectBuffer objectBuffer_Name_U;
 
     bool toggelBetweenObjects = false;