 
 			colors[i / 3] = interpolate(x, y, z, _value)
 		
-		# console.profileEnd("Model.Binary.get")
+		console.timeEnd("get")
 		callback(null, colors) if callback
 
 	

	#
	get : (vertices, callback) ->

		# console.profile("Model.Binary.get")
		_this  = @
		_value = (x0, y0, z0) ->
			_this.value(x0, y0, z0)

		colors = new Float32Array(vertices.length / 3 >> 0)


		@cubeOffset = cubeOffset
		@cubeSize   = cubeSize

	getColor : (x, y, z) ->
		
		unless (_cube = @cube)
			return 0

		_bucket_width = @BUCKET_WIDTH
		_offset       = @cubeOffset
		_size         = @cubeSize

		_bucketIndex = 
			(x / _bucket_width - _offset[0]) + 
			(y / _bucket_width - _offset[1]) * _size[0] + 
			(z / _bucket_width - _offset[2]) * _size[0] * _size[1] >> 0
		_pointIndex = 
			(x % _bucket_width) +
			(y % _bucket_width) * _bucket_width +
			(z % _bucket_width) * _bucket_width * _bucket_width
		
		if (_bucket = _cube[_bucketIndex])
			_bucket[_pointIndex]
		else
			0

	# Get or set a color value of a point.
	# Keep in mind that 0 represents a undefined value.
	# Real color values range from 1 to 2 -- with black being 0 and white 1.
