 
   render: =>
     if @dirty == true
-      console.log "Draw!"
+      #console.log "Draw!"
       # Clear Screen
       @gl.clear(@gl.COLOR_BUFFER_BIT | @gl.DEPTH_BUFFER_BIT)
       # Draw everything

      width: @opts.width?() || @$glCanvas.parent().innerWidth()
      height: @opts.height?() || @$glCanvas.parent().innerHeight()
    @$glCanvas.attr @size
    #@$glCanvas.attr height: @size.height
    console.log @size
    @gl.viewport(0, 0, @size.width, @size.height)
    @camera.aspect = @size.width / @size.height
    @camera.update()

      for j in [0..2]
        min[j] = verts[i+j] if verts[i+j] < min[j]
        max[j] = verts[i+j] if verts[i+j] > max[j]
    model.dimensions = ( max[i] - min[i] for i in [0..2] )
    console.log model.dimensions
    offset = ( max[i]*opts[k][0] + min[i]*opts[k][1] for k, i in ['x','y','z'] )
    for i in [0..verts.length-1] by 3
      for j in [0..2]
