 		drawingContainerView = ScalingDrawingContainerView(frame: CGRect.zeroRect)
 
 		drawingView = DrawingView(frame: CGRect.zeroRect)
-		drawingView.turn = (2,3)
+		drawingView.turn = (1,3)
 		drawingContainerView.drawingView = drawingView
 
 		let controller = DrawingInputController()

	}

	private func updateMaskLayer() {
		updateZigzagMaskLayer()
		//updateShadeLayer()
	}

	private func updateZigzagMaskLayer() {
		if let controller = controller {
			let viewport = controller.viewport
			if let maskLayer = maskLayer {

			let renderTopZigzags = turn.0 > 0
			let renderBottomZigzags = turn.0 < (turn.1 - 1)

			// compute a whole number of triangles roughly 8dp wide fitting in viewport,
			// and then set their height such that the triangles will be right-isosceles
			let triangleWidth = viewport.width / round( viewport.width / 16 )
			let triangleHeight = ceil((triangleWidth/2) / CGFloat(M_SQRT2))
			let triangleCount = Int(viewport.width / triangleWidth)

			if renderTopZigzags || renderBottomZigzags {

				var bezierPath = UIBezierPath(rect: CGRect(x: 0, y: triangleHeight, width: viewport.width, height: viewport.height - 2*triangleHeight))
				bezierPath.moveToPoint(CGPoint(x: 0, y: 0))

				// we will start with top left corner, and go clockwise around

				if renderTopZigzags {
					for i in 0 ..< triangleCount {
						bezierPath.addLineToPoint(CGPoint(x: CGFloat(i) * triangleWidth + triangleWidth/2, y: triangleHeight))
						bezierPath.addLineToPoint(CGPoint(x: CGFloat(i+1) * triangleWidth, y: 0))
					}
				} else {
					bezierPath.addLineToPoint(CGPoint(x: viewport.width, y: 0))
				}

				bezierPath.addLineToPoint(CGPoint(x: viewport.width, y: viewport.height))

				if renderBottomZigzags {

					for i in 0 ..< triangleCount {
						bezierPath.addLineToPoint(CGPoint(x: viewport.width - (CGFloat(i) * triangleWidth + triangleWidth/2), y: viewport.height - triangleHeight))
						bezierPath.addLineToPoint(CGPoint(x: viewport.width - (CGFloat(i+1) * triangleWidth), y: viewport.height))
					}

				} else {
					bezierPath.addLineToPoint(CGPoint(x: 0, y: viewport.height))
				}

				bezierPath.closePath()

				// create a shape layer using this path
				let shapeLayer = CAShapeLayer()
				shapeLayer.path = bezierPath.CGPath
				shapeLayer.fillColor = UIColor.redColor().CGColor

				layer.mask = shapeLayer
				maskLayer = shapeLayer
			}
		}
	}
