 				{ buffer0, buffer1, bufferDelta }
 
 			PING_DEBOUNCE_TIME : 500
-			PING_THROTTLE_TIME : 2500
+			PING_THROTTLE_TIME : 300
 			PRELOAD_STEPBACK : 10
 			
 			# Use this method to let us know when you've changed your spot. Then we'll try to 

			# No Callback Paramters
			ping : (matrix) ->

				counter = 0
				
				matrix = M4x4.translate([0, 0, -@PRELOAD_STEPBACK], matrix)

				positionVertex = new Float32Array(3)
				positionVertex[0] = matrix[12]
				positionVertex[1] = matrix[13]
				positionVertex[2] = matrix[14]
				
				planeNormal = new Float32Array(3)
				planeNormal[2] = 1
				M4x4.transformLineAffine(matrix, planeNormal, planeNormal)

				planeDistance = V3.dot(positionVertex, planeNormal)
				
				bucketCornerVertex = new Float32Array(3)
				currentAddress     = new Float32Array(3)
				neighborAddress    = new Float32Array(3)

				currentAddress[0]  = positionVertex[0] >> 6
				currentAddress[1]  = positionVertex[1] >> 6
				currentAddress[2]  = positionVertex[2] >> 6
				
				workingQueue = [ currentAddress ]
				visitedList  = []

								frontCorners = 0
								backCorners  = 0

								for bucketCornerX in [0..1]
									for bucketCornerY in [0..1]
										for bucketCornerZ in [0..1]

											bucketCornerVertex[0] = neighborAddress[0] << 6
											bucketCornerVertex[1] = neighborAddress[1] << 6
											bucketCornerVertex[2] = neighborAddress[2] << 6

											bucketCornerVertex[0] = bucketCornerVertex[0] | 63 if bucketCornerX
											bucketCornerVertex[1] = bucketCornerVertex[1] | 63 if bucketCornerY
											bucketCornerVertex[2] = bucketCornerVertex[2] | 63 if bucketCornerZ

											cornerPlaneDistance = planeDistance - V3.dot(planeNormal, bucketCornerVertex)

											if cornerPlaneDistance < -EPSILON
												backCorners++ 
											else if cornerPlaneDistance > EPSILON
												# frontCorners++
												subX = bucketCornerVertex[0] - sphereCenterVertex[0]
												subY = bucketCornerVertex[1] - sphereCenterVertex[1]
												subZ = bucketCornerVertex[2] - sphereCenterVertex[2]

												cornerSphereDistance = sphereRadiusSquared - (subX * subX + subY * subY + subZ * subZ)

												if cornerSphereDistance < -EPSILON
													backCorners++
												else if cornerSphereDistance > EPSILON
													frontCorners++

								if frontCorners
									if backCorners	
