 		verticesOwed -= nFacePoints
 
 		for _ in [0...nFacePoints]
-			[ point, normal ] = randomPointAndNormalInTriangle va, vb, vc, na, nb, nc
+			[ point, normal ] =
+				randomPointAndNormalInTriangle va, vb, vc, na, nb, nc
 			vertices.push point
 			normals.push normal
 
-	console.log vertices.length
-	console.log nVertices
 	check vertices.length == nVertices
 
 	[ vertices, normals ]

	geometry = mesh.geometry

	vertices = (face) ->
		[	geometry.vertices[face.a],
			geometry.vertices[face.b],
			geometry.vertices[face.c] ]

	totalArea = 0
	for face in geometry.faces
		totalArea += three.GeometryUtils.triangleArea (vertices face)...

	density = nVertices / totalArea


	because we need the normal too.

Done using barycentric coordinates.
The best reference for random selection I can find is
	<http://www.cs.fsu.edu/~banks/courses/2003.3/homework/hw.04.html>.
###
randomPointAndNormalInTriangle = (va, vb, vc, na, nb, nc) ->
	alpha =
		1 - Math.sqrt Math.random()
	beta =
		Math.random() * (1 - alpha)
	gamma =
		1 - alpha - beta

	point = vecScale va, alpha
	point.add vecScale vb, beta
	point.add vecScale vc, gamma

	normal = vecScale na, alpha
	normal.add vecScale nb, beta
	normal.add vecScale nc, gamma

