       surface = {}
       surface.threshold = 0.61
       surface.uniform_name = "surface_#{i}"
-      surface.draw_surface = 0
-      surface.draw_map = 0
+      surface.draw_surface = 1
+      surface.draw_map = 1
 
       surface.draw_surface = 1 if not @surfaces[1].draw_surface_set
 

    @parameters.screenHeight = height

    @renderer.setSize( width, height )
    @camera.aspect = width / height
    @camera.updateProjectionMatrix()


    parameters.time = Date.now() - parameters.startTime
    @cam_matrix = glMatrix.mat4.fromRotationTranslation(@cam_matrix, @cam.dir, @cam.pos)

    @shaderMaterial.uniforms["time"].value = parameters.time / 1000
    @shaderMaterial.uniforms["resolution"].value = new THREE.Vector2(parameters.screenWidth, parameters.screenHeight)
    @shaderMaterial.uniforms["camera_matrix"].value = new THREE.Matrix4(@camera_matrix) #array or single values???

    #both unused right now in shader
    #@shaderMaterial.uniforms["backbuffer"] = new THREE.Texture()
