               else        "#{ro}.z"
         ]
         glslCompiler.preludePush flags.glslPrelude, "vec3(#{components})"
+    scale: (stack, node, flags) ->
+      # TODO...
     mirror: (stack, node, flags) ->
       # Push the modified ray origin onto the prelude stack
       ro = flags.glslPrelude[flags.glslPrelude.length-1][0] # Current ray origin

            chamferRadius = s.attr.radius
          when 'bevel'
            bevelRadius = s.attr.radius
          when 'translate','rotate','invert','mirror'
            continue
        break


        for node in nodes
          codes.push node.code if node.code?
          switch node.type
            when 'translate','rotate','scale','mirror','invert','material','chamfer','bevel'
              collectCode codes, node.nodes
      collectCode codes, node.nodes

