       for j in [0..2]
         min[j] = verts[i+j] if verts[i+j] < min[j]
         max[j] = verts[i+j] if verts[i+j] > max[j]
+    model.dimensions = ( max[i] - min[i] for i in [0..2] )
+    console.log model.dimensions
     offset = ( max[i]*opts[k][0] + min[i]*opts[k][1] for k, i in ['x','y','z'] )
     for i in [0..verts.length-1] by 3
       for j in [0..2]

      width: @opts.width?() || @$glCanvas.parent().innerWidth()
      height: @opts.height?() || @$glCanvas.parent().innerHeight()
    @$glCanvas.attr @size
    #@$glCanvas.attr height: @size.height
    console.log @size
    @gl.viewport(0, 0, @size.width, @size.height)
    @camera.aspect = @size.width / @size.height
    @camera.update()


  render: =>
    if @dirty == true
      #console.log "Draw!"
      # Clear Screen
      @gl.clear(@gl.COLOR_BUFFER_BIT | @gl.DEPTH_BUFFER_BIT)
      # Draw everything
