 		#cam.move [+6.3,0,0]
 
 		engine.background [0.9, 0.9 ,0.9 ,1]
-		#engine.background [0, 0 ,0 ,1]
 		engine.pointSize 100
-		#engine.perspective 30, cvs.width / cvs.height, clippingDistance, clippingDistance + 1
 		engine.perspective 60, cvs.width / cvs.height, 0.0001, 100000
 
 		engine.onRender renderFunction

				engine.deleteSingleBuffer g.vertices.VBO
				g.setVertices (View.createArrayBufferObject newVertices), newVertices.length

				newColors = new Float32Array(128*128)

				for j in [0..128*128-1]
					newColors[j]=0.5
				###
				for j in [0...newVertices.length] by 3
					x = Math.round newVertices[j]
					y = Math.round newVertices[j + 1]
					z = newVertices[j + 2]
					z1 = Math.floor newVertices[j + 2]
					z2 = Math.ceil newVertices[j + 2]

					xb = Math.floor x/colorcloudWidth
					yb = Math.floor y/colorcloudWidth
					z1b = Math.floor z1/colorcloudWidth
					z2b = Math.floor z2/colorcloudWidth
					b1 = xb + yb * colorcloudsWidth + z1b * colorcloudsWidth * colorcloudsWidth
					b2 = xb + yb * colorcloudsWidth + z2b * colorcloudsWidth * colorcloudsWidth

					#p = x + y*colorcloudWidth*colorcloudsWidth + z*colorcloudWidth*colorcloudWidth*colorcloudsWidth*colorcloudsWidth
					#b = Math.floor(p / (colorcloudWidth*colorcloudWidth*colorcloudWidth))
					ind1 = (x % colorcloudWidth) + (y % colorcloudWidth) * colorcloudWidth + (z1 % colorcloudWidth) * colorcloudWidth * colorcloudWidth
					ind2 = (x % colorcloudWidth) + (y % colorcloudWidth) * colorcloudWidth + (z2 % colorcloudWidth) * colorcloudWidth * colorcloudWidth
					if setColorclouds[b1] isnt 0 and setColorclouds[b2] isnt 0 and x>=0 and y>=0 and z>=0
						c = colorclouds[b1][ind1] * (1-(z-z1)) + colorclouds[b2][ind2] * (1-(z2-z))
					
						newColors[j] = c
						newColors[j+1] = c
						newColors[j+2] = c

					#if j is 0
					#console.log "b: " + b + "ind: " + ind + "p: " + p + " z: " + z 
				###

				engine.deleteSingleBuffer g.colors.VBO
				g.setColors (View.createArrayBufferObject newColors), newColors.length


				#engine.deleteEBOBuffer geometries[i]
				#geometries[i].setVertexIndex (View.createElementArrayBufferObject geometries[i].ind), geometries[i].vertexIndex.length
				engine.useProgram = meshProgramObject 



			engine.useProgram = pointcloudProgramObject if g.getClassType() is "Pointcloud"
			#counts vertices of all geometries


	#ProgramObjects
	#One Shader for each Geometry-Type
	trianglesplaneProgramObject = null
	pointcloudProgramObject = null

	#mouse (not used)
