       @rendering.mesh.slices
     )
 
-    @material = new FSS.Material(
-      @rendering.mesh.ambient
-      @rendering.mesh.diffuse
-    )
-
-    @mesh = new FSS.Mesh(
-      @geometry
-      @material
-    )
+    @material = new FSS.Material @rendering.mesh.ambient, @rendering.mesh.diffuse
+
+    @mesh = new FSS.Mesh @geometry, @material
 
     @scene.add @mesh
 


  getRandomColor = ->
    colors = @options.colors
    min    = 0
    max    = colors.length - 1

    random = Math.floor(Math.random() * (max - min + 1)) + min

    colors[random]


    while v >= 0
      vertex = @geometry.vertices[v]

      ox = Math.sin vertex.time + vertex.step[0] * @now * @rendering.mesh.speed
      oy = Math.cos vertex.time + vertex.step[1] * @now * @rendering.mesh.speed
      oz = Math.sin vertex.time + vertex.step[2] * @now * @rendering.mesh.speed

      FSS.Vector3.set(
        vertex.position
