 
 class ImageQuad {
     
-    public static let numberOfPositions = 4
-    public static let textureCoords = [0.0, 1, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0]
-    public static let vertexIndices:[UInt8] = [0,1,2,1,3,2]
+    let textureCoords = [0.0, 1, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0]
+    let triangleIndices:[Int32] = [0,1,2,1,3,2]
     
     let mast = Mission.currentMission().mastPosition()
     let xAxis = [1.0,0.0,0.0]

    
    var node = SCNNode()
    var cameraId:String
    var vertexSource = SCNGeometrySource()
    var center = SCNVector3()
    var boundingSphereRadius = 0.0
    var corners = [SCNVector3]()

        center.y = (corners[0].y+corners[2].y)/2
        center.z = (corners[0].z+corners[2].z)/2
        
        quadVertexSource = SCNGeometrySource(vertices: corners)
        triangleGeometryElement = SCNGeometryElement(indices: triangleIndices, primitiveType: .triangles)
        triangleGeometry = SCNGeometry(sources: [quadVertexSource], elements: [triangleGeometryElement])
        let material = SCNMaterial()
        material.diffuse.contents = UIColor.yellow

        triangleGeometry.firstMaterial = material
        
        outlineGeometryElements = [
            SCNGeometryElement(indices:[Int32(0), Int32(1)], primitiveType: .line),
            SCNGeometryElement(indices:[Int32(1), Int32(3)], primitiveType: .line),
            SCNGeometryElement(indices:[Int32(3), Int32(2)], primitiveType: .line),
            SCNGeometryElement(indices:[Int32(2), Int32(0)], primitiveType: .line)
        ]
        outlineGeometry = SCNGeometry(sources: [quadVertexSource], elements: outlineGeometryElements)
        outlineGeometry.firstMaterial = material
        node = SCNNode(geometry: outlineGeometry)
    }
    
    func cameraFOVRadians(cameraId: String) -> Float {
