         point.x = (Math.floor(point.x / @gridCellWidth) * @gridCellWidth) + (@gridCellWidth / 2)
         point.y = (Math.floor(point.y / @gridCellHeight) * @gridCellHeight) + (@gridCellWidth / 2)
 
-        @cursor.position.set point.x, point.y, 0.1
+        @cursor.position.set point.x, point.y, 0.5
         @cursor.material.visible = true
         @cursor.material.needsUpdate
 

        cx = width / 2 + start.x
        cy = height / 2 + start.y

        @selection.scale.set width, height, 1
        @selection.position.set cx, cy, 0.1

        @selection.material.visible = true


    showCursor: (point) ->
        if not @cursor
            geometry = new THREE.BoxGeometry 1, 1, 1
            material = new THREE.MeshLambertMaterial {
                color: 0x333333
                transparent: true
                opacity: 0.4
                visible: false
            }
            @cursor = new THREE.Mesh geometry, material
            @cursor.scale.set @gridCellWidth, @gridCellHeight, @gridCellHeight * 2
            @cursor.position.set 0, 0, 1
            @renderer.getScene().add @cursor

        # matrix = new THREE.Matrix4
