diff --git a/test/data/mesh-buffer.txt b/test/data/mesh-buffer.txt
index abf2e9c0..3f20dbd7 100644
--- a/test/data/mesh-buffer.txt
+++ b/test/data/mesh-buffer.txt
@@ -1,4 +1,6 @@
-[sc#f8f afcb 10 10 10 .25 tx 0]
+[sc#f8f afcb 1 1 1 0] 
+// splt 5 twy 90 0 
+//[sc#f8f afcb 10 10 10 .25 tx 0 splt 3 twy 1.6 0 ]
 
 //sc#fff
 //[afcb 1 1 1 -.1 tx 1]
@@ -37,6 +39,6 @@
 //[sc#400 asph 2 10 10 10 t 2 2 2 csgs]
 
 //[sc#88f afcb 10 10 10 .25 tx 0]
-[sc#fff afcb 10 10 10 .25 t 2 2 2 csgs]
+//[sc#fff afcb 10 10 10 .25 t 2 2 2 csgs]
 //[sc#fff afcb 7 7 7 .25]
 //[sc#ff2 afcb 7 7 7 .25 t 1 1 1 csgs]
diff --git a/test/meshviewer.cpp b/test/meshviewer.cpp
index 09de8b32..5f30995d 100644
--- a/test/meshviewer.cpp
+++ b/test/meshviewer.cpp
@@ -23,34 +23,41 @@ using namespace lol;
 
 static int const TEXTURE_WIDTH = 256;
 
+#define     R_M                 2.f
+#define     WIDTH               (770.f * R_M)
+#define     HEIGHT              (200.f * R_M)
+#define     SCREEN_W            (10.f / WIDTH)
+#define     SCREEN_LIMIT        1.1f
+#define     RATIO_HW            (HEIGHT / WIDTH)
+#define     RATIO_WH            (WIDTH / HEIGHT)
+
+#define     ROT_SPEED           vec2(50.f)
+#define     ROT_CLAMP           89.f
+#define     POS_SPEED           vec2(1.2f)
+#define     POS_CLAMP           1.f
+#define     FOV_SPEED           20.f
+#define     FOV_CLAMP           120.f
+#define     ZOM_SPEED           3.f
+#define     ZOM_CLAMP           20.f
+
+#define     WITH_TEXTURE        0
+
 LOLFX_RESOURCE_DECLARE(shinyfur);
 LOLFX_RESOURCE_DECLARE(shinymvtexture);
 
 enum
 {
     KEY_CAM_RESET,
-    KEY_CAM_FORWARD,
-    KEY_CAM_BACKWARD,
-    KEY_CAM_ZOOM_OUT,
-    KEY_CAM_ZOOM_IN,
+    KEY_CAM_POS,
+    KEY_CAM_FOV,
 
-    KEY_MESH_UPDATE,
-    KEY_MESH_RESET,
-    KEY_MESH_PREV,
-    KEY_MESH_NEXT,
+    KEY_CAM_UP,
+    KEY_CAM_DOWN,
+    KEY_CAM_LEFT,
+    KEY_CAM_RIGHT,
 
-    KEY_MESH_LEFT,
-    KEY_MESH_RIGHT,
-    KEY_MESH_UP,
-    KEY_MESH_DOWN,
-    KEY_MESH_SCALE_UP,
-    KEY_MESH_SCALE_DOWN,
-    KEY_MESH_OFFSET_UP,
-    KEY_MESH_OFFSET_DOWN,
-    KEY_MESH_ROT_LEFT,
-    KEY_MESH_ROT_RIGHT,
-    KEY_MESH_ROT_UP,
-    KEY_MESH_ROT_DOWN,
+    KEY_MESH_NEXT,
+    KEY_MESH_PREV,
 
     KEY_F1,
     KEY_F2,
@@ -62,52 +69,41 @@ enum
     KEY_MAX,
 };
 
-#define    MIN_FOV                0.1f
+enum
+{
+    MSG_IN,
+    MSG_OUT,
 
-#define    WITH_FUR               0
-#define    WITH_TEXTURE           0
+    MSG_MAX
+} MessageType;
 
 class MeshViewer : public WorldEntity
 {
 public:
-    void SetFov(float new_fov=60.0f, vec2 video_size = vec2(Video::GetSize()))
-    {
-        if (new_fov > MIN_FOV)
-            g_scene->GetCamera()->SetProjection(mat4::perspective(new_fov, video_size.x, video_size.y, .1f, 1000.f));
-        else
-            g_scene->GetCamera()->SetProjection(mat4::ortho(video_size.x, video_size.y, .1f, 1000.f));
-    }
-
     MeshViewer(char const *file_name = "data/mesh-buffer.txt")
       : m_file_name(file_name)
     {
         /* Register an input controller for the keyboard */
         m_controller = new Controller("Default", KEY_MAX, 0);
 
-        m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Return");
-        m_controller->GetKey(KEY_CAM_ZOOM_IN).Bind("Keyboard", "PageUp");
-        m_controller->GetKey(KEY_CAM_ZOOM_OUT).Bind("Keyboard", "PageDown");
-
-        m_controller->GetKey(KEY_MESH_LEFT).Bind("Keyboard", "Left");
-        m_controller->GetKey(KEY_MESH_RIGHT).Bind("Keyboard", "Right");
-        m_controller->GetKey(KEY_MESH_UP).Bind("Keyboard", "Up");
-        m_controller->GetKey(KEY_MESH_DOWN).Bind("Keyboard", "Down");
+        //Camera keyboard rotation
+        m_controller->GetKey(KEY_CAM_UP   ).Bind("Keyboard", "Up");
+        m_controller->GetKey(KEY_CAM_DOWN ).Bind("Keyboard", "Down");
+        m_controller->GetKey(KEY_CAM_LEFT ).Bind("Keyboard", "Left");
+        m_controller->GetKey(KEY_CAM_RIGHT).Bind("Keyboard", "Right");
 
-        m_controller->GetKey(KEY_MESH_UPDATE).Bind("Keyboard", "Space");
-        m_controller->GetKey(KEY_MESH_RESET).Bind("Keyboard", "KP0");
-        m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "KPPlus");
-        m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "KPMinus");
+        //Camera keyboard position switch
+        m_controller->GetKey(KEY_CAM_POS  ).Bind("Keyboard", "LeftShift");
+        m_controller->GetKey(KEY_CAM_FOV  ).Bind("Keyboard", "LeftCtrl");
 
-        m_controller->GetKey(KEY_MESH_OFFSET_DOWN).Bind("Keyboard", "KP1");
-        m_controller->GetKey(KEY_MESH_OFFSET_UP).Bind("Keyboard", "KP3");
-        m_controller->GetKey(KEY_MESH_SCALE_DOWN).Bind("Keyboard", "KP7");
-        m_controller->GetKey(KEY_MESH_SCALE_UP).Bind("Keyboard", "KP9");
+        //Camera unzoom switch
+        m_controller->GetKey(KEY_CAM_RESET).Bind("Keyboard", "Space");
 
-        m_controller->GetKey(KEY_MESH_ROT_LEFT).Bind("Keyboard", "KP4");
-        m_controller->GetKey(KEY_MESH_ROT_RIGHT).Bind("Keyboard", "KP6");
-        m_controller->GetKey(KEY_MESH_ROT_UP).Bind("Keyboard", "KP8");
-        m_controller->GetKey(KEY_MESH_ROT_DOWN).Bind("Keyboard", "KP5");
+        //Mesh change
+        m_controller->GetKey(KEY_MESH_NEXT).Bind("Keyboard", "PageUp");
+        m_controller->GetKey(KEY_MESH_PREV).Bind("Keyboard", "PageDown");
 
+        //Base setup
         m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1");
         m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2");
         m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3");
@@ -115,51 +111,48 @@ public:
         m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5");
         m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape");
 
-        // State
-        m_mesh_shown = 0;
-        m_angle = 0;
+        // Message Service
+        MessageService::Setup(MSG_MAX);
+
+        // Mesh Setup
+        m_mesh_id = 0;
+        m_mesh_id1 = 0.f;
         m_default_texture = NULL;
 
         //Camera Setup
-        m_fov_zoom_damp = .0f;
-        m_fov_damp = 60.0f;
-        m_fov = 60.0f;
+        m_fov = -100.f;
+        m_fov_mesh = 0.f;
+        m_fov_speed = 0.f;
+        m_zoom = -100.f;
+        m_zoom_mesh = 0.f;
+        m_zoom_speed = 0.f;
+        m_rot = vec2(0.f);
+        m_rot_mesh = vec2(0.f);
+        m_rot_speed = vec2(0.f);
+        m_pos = vec2(0.f);
+        m_pos_mesh = vec2(0.f);
+        m_pos_speed = vec2(0.f);
+        m_screen_offset = vec2(0.f);
+
         m_camera = new Camera();
-        SetFov(m_fov_damp);
-        m_camera->SetView(vec3(0.f, 0.f, 10.f),
-                          vec3(0.f, 0.f, 0.f),
-                          vec3(0.f, 1.f, 0.f));
+        m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3(0.f, 0.f, 0.f), vec3(0.f, 1.f, 0.f));
+        m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
+        //m_camera->SetScreenScale(vec2(10.f));
+        m_camera->UseShift(true);
         g_scene->PushCamera(m_camera);
 
         //Lights setup
         m_lights << new Light();
-        m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 0.f));
+        m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 1.f));
         m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f));
         Ticker::Ref(m_lights.Last());
 
         m_lights << new Light();
         m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 1.f));
-        m_lights.Last()->SetColor(vec4(.5f, .3f, .0f, 1.f));
+        m_lights.Last()->SetColor(vec4(1.f, 1.f, 1.f, 1.f));
         Ticker::Ref(m_lights.Last());
 
-        //Speed damp
-        m_mesh_rotate_damp = vec2(.0f);
-        m_mesh_screen_move_damp = vec2(.0f);
-        m_mesh_move_damp = vec2(.0f);
-
-        //Actual values
-        SetDefaultMeshTransform();
-
-        //Actual values damp
-        m_mesh_rotation_damp = vec2(.0f);
-        m_mesh_screen_offset_damp = vec2(.0f);
-        m_mesh_offset_damp = vec2(.0f);
-
-
-        m_mat = mat4::rotate(m_mesh_rotation.x, vec3(1, 0, 0)) *
-                mat4::rotate(m_angle, vec3(0, 1, 0)) *
-                mat4::rotate(m_mesh_rotation.y, vec3(0, 1, 0));
-
+        //stream update
         m_stream_update_time = 2.0f;
         m_stream_update_timer = 1.0f;
     }
@@ -169,13 +162,7 @@ public:
         g_scene->PopCamera(m_camera);
         for (int i = 0; i < m_lights.Count(); ++i)
             Ticker::Unref(m_lights[i]);
-    }
-
-    void SetDefaultMeshTransform()
-    {
-        m_mesh_rotation = vec2(25.0f, .0f);
-        m_mesh_screen_offset = vec2(.54f, .0f);
-        m_mesh_offset = vec2(-.64f, .07f);
+        MessageService::Destroy();
     }
 
     virtual void TickGame(float seconds)
@@ -189,192 +176,155 @@ public:
                 Ticker::Shutdown();
         }
 
-        //--
-        //Update Mesh BBox - Get the Min/Max needed
-        //--
-        vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
-        vec3 cam_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
-        vec3 world_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
-        int mesh_id = m_meshes.Count() - 1;
-        for (; mesh_id >= 0; mesh_id--)
-            if (m_meshes[mesh_id].m2)
-                break;
-
-        mat4 world_cam = g_scene->GetCamera()->GetView();
-        mat4 cam_screen = g_scene->GetCamera()->GetProjection();
+        //Mesh Change
+        m_mesh_id = clamp(m_mesh_id + ((int)m_controller->GetKey(KEY_MESH_PREV).IsPressed() - (int)m_controller->GetKey(KEY_MESH_NEXT).IsPressed()), 0, m_meshes.Count() - 1);
+        m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds);
 
-        if (m_meshes.Count() && mesh_id >= 0)
-        {
-            for (int i = 0; i < m_meshes[mesh_id].m1.GetVertexCount(); i++)
-            {
-                //--
-                mat4 LocalPos = m_mat * mat4::translate(m_meshes[mesh_id].m1.GetVertexLocation(i));
-                vec3 vpos = LocalPos.v3.xyz;
+        //Camera update
+        bool is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown();
+        bool is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown();
 
-                world_min_max[0] = min(vpos.xyz, world_min_max[0]);
-                world_min_max[1] = max(vpos.xyz, world_min_max[1]);
+        vec2 tmp = vec2((float)m_controller->GetKey(KEY_CAM_UP      ).IsDown() - (float)m_controller->GetKey(KEY_CAM_DOWN).IsDown(),
+                       ((float)m_controller->GetKey(KEY_CAM_RIGHT   ).IsDown() - (float)m_controller->GetKey(KEY_CAM_LEFT).IsDown()));
 
-                //--
-                LocalPos = world_cam * LocalPos;
-                vpos = LocalPos.v3.xyz;
+        //Base data
+        vec2 rot = (!is_pos && !is_fov)?(tmp):(vec2(.0f)); rot = vec2(rot.x, rot.y);
+        vec2 pos = (is_pos && !is_fov)?(tmp):(vec2(.0f)); pos = -vec2(pos.y, pos.x);
+        vec2 fov = (!is_pos && is_fov)?(tmp):(vec2(.0f)); fov = vec2(-fov.x, fov.y);
 
-                cam_min_max[0] = min(vpos.xyz, cam_min_max[0]);
-                cam_min_max[1] = max(vpos.xyz, cam_min_max[1]);
+        //speed
+        m_rot_speed = damp(m_rot_speed, rot * ROT_SPEED, .2f, seconds);
+        float pos_factor = 1.f / (1.f + m_zoom_mesh * .5f);
+        m_pos_speed = damp(m_pos_speed, pos * POS_SPEED * pos_factor, .2f, seconds);
+        float fov_factor = 1.f + lol::pow((m_fov_mesh / FOV_CLAMP) * 1.f, 2.f);
+        m_fov_speed = damp(m_fov_speed, fov.x * FOV_SPEED * fov_factor, .2f, seconds);
+        float zom_factor = 1.f + lol::pow((m_zoom_mesh / ZOM_CLAMP) * 1.f, 2.f);
+        m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED, .2f, seconds);
 
-                //--
-                LocalPos = cam_screen * LocalPos;
-                vpos = (LocalPos.v3 / LocalPos.v3.w).xyz;
+        m_rot += m_rot_speed * seconds;
 
-                screen_min_max[0] = min(vpos.xy, screen_min_max[0]);
-                screen_min_max[1] = max(vpos.xy, screen_min_max[1]);
-            }
+        //Transform update
+        if (!m_controller->GetKey(KEY_CAM_RESET).IsDown())
+        {
+            m_pos += m_pos_speed * seconds;
+            m_fov += m_fov_speed * seconds;
+            m_zoom += m_zoom_speed * seconds;
         }
-        else
+
+        //clamp
+        vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y);
+        vec2 pos_mesh = vec2(SmoothClamp(m_pos.x, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f),
+                             SmoothClamp(m_pos.y, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f));
+        float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f);
+        float zoom_mesh = SmoothClamp(m_zoom, 0.f, ZOM_CLAMP, ZOM_CLAMP * .1f);
+
+        if (m_controller->GetKey(KEY_CAM_RESET).IsDown())
         {
-            world_min_max[1] = vec3(.0f);
-            world_min_max[0] = vec3(.0f);
-            cam_min_max[1] = vec3(.0f);
-            cam_min_max[0] = vec3(.0f);
-            screen_min_max[0] = vec2(.0f);
-            screen_min_max[1] = vec2(.0f);
+            pos_mesh = vec2(0.f);
+            zoom_mesh = 0.f;
         }
-        //[0] : center, [1] : size.
-        vec3 BBox[2] = { vec3(.0f), vec3(.0f) };
-        BBox[1] = world_min_max[1] - world_min_max[0];
-        BBox[0] = world_min_max[0] + BBox[1] * .5f;
-        vec3 BBox_mod = BBox[1];
-#if 0
+
+        m_rot_mesh = vec2(damp(m_rot_mesh.x, rot_mesh.x, .2f, seconds), damp(m_rot_mesh.y, rot_mesh.y, .2f, seconds));
+        m_pos_mesh = vec2(damp(m_pos_mesh.x, pos_mesh.x, .2f, seconds), damp(m_pos_mesh.y, pos_mesh.y, .2f, seconds));
+        m_fov_mesh = damp(m_fov_mesh, fov_mesh, .2f, seconds);
+        m_zoom_mesh = damp(m_zoom_mesh, zoom_mesh, .2f, seconds);
+
+        //Mesh mat calculation
+        m_mat = mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));
+
+        //Target List Setup
+        Array<vec3> target_list;
+        if (m_meshes.Count() && m_mesh_id >= 0)
+            for (int i = 0; i < m_meshes[m_mesh_id].m1.GetVertexCount(); i++)
+                target_list << (m_mat * mat4::translate(m_meshes[m_mesh_id].m1.GetVertexLocation(i))).v3.xyz;
 
         //--
-        //Camera movement handling
+        //Update mesh screen location - Get the Min/Max needed
         //--
-        if (m_controller->GetKey(KEY_CAM_RESET).IsReleased())
-            SetFov();
-
-        //Auto Fov
-        float local_max = max(max(lol::abs(world_min_max[0].x), lol::abs(world_min_max[0].y)),
-                          max(    lol::abs(world_min_max[1].x), lol::abs(world_min_max[1].y)));
-        float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
-                              max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
-
-        //Fov modification
-        float fov_zoom = (float)(Input::GetStatus(IPT_CAM_ZOOM_OUT) - Input::GetStatus(IPT_CAM_ZOOM_IN));
-        m_fov_zoom_damp = damp(m_fov_zoom_damp, fov_zoom, (fov_zoom == .0f)?(.15f):(0.5f), seconds);
-        m_fov = max(.0f, m_fov + seconds * 10.0f * m_fov_zoom_damp);
-        m_fov_damp = damp(m_fov_damp, m_fov, .2f, seconds);
-
-        if (m_fov_damp < MIN_FOV)
+        vec2 cam_center(0.f);
+        float cam_factor = .0f;
+        vec3 local_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
+        vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
+        mat4 world_cam = m_camera->GetView();
+        mat4 cam_screen = m_camera->GetProjection();
+
+        //target on-screen computation
+        for (int i = 0; i < target_list.Count(); i++)
         {
-            vec2 tmp = vec2(Video::GetSize());
-            SetFov(0, vec2(local_max * 2.2f) * (tmp / vec2(tmp.y)));
+            vec3 obj_loc = target_list[i];
+            {
+                //Debug::DrawBox(obj_loc - vec3(4.f), obj_loc + vec3(4.f), vec4(1.f, 0.f, 0.f, 1.f));
+                mat4 target_mx = mat4::translate(obj_loc);
+                vec3 vpos;
+
+                //Get location in cam coordinates
+                target_mx = world_cam * target_mx;
+                vpos = target_mx.v3.xyz;
+                local_min_max[0] = min(vpos.xyz, local_min_max[0]);
+                local_min_max[1] = max(vpos.xyz, local_min_max[1]);
+
+                //Get location in screen coordinates
+                target_mx = cam_screen * target_mx;
+                vpos = (target_mx.v3 / target_mx.v3.w).xyz;
+                screen_min_max[0] = min(screen_min_max[0], vpos.xy * vec2(RATIO_WH, 1.f));
+                screen_min_max[1] = max(screen_min_max[1], vpos.xy * vec2(RATIO_WH, 1.f));
+
+                //Build Barycenter
+                cam_center += vpos.xy;
+                cam_factor += 1.f;
+            }
         }
-        else
-            SetFov(m_fov_damp);
-
-        //Move modification
-        vec3 campos = g_scene->GetCamera()->GetPosition();
-        if (m_fov_damp < MIN_FOV)
-            g_scene->GetCamera()->SetView(vec3(campos.xy, 10.f), quat(1.f));
-        else if (fov_ratio > .0f)
-            g_scene->GetCamera()->SetView(vec3(campos.xy, campos.z * fov_ratio * 1.1f), quat(1.f));
-#else
-        Camera* cur_cam = g_scene->GetCamera();
-        vec3 min_max_diff = (cam_min_max[1] - cam_min_max[0]);
-        float screen_size = max(max(lol::abs(min_max_diff.x), lol::abs(min_max_diff.y)),
-                            max(    lol::abs(min_max_diff.x), lol::abs(min_max_diff.y)));
-        float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
-                              max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
-
-        float fov_zoom = 0.f;
-        fov_zoom += m_controller->GetKey(KEY_CAM_ZOOM_OUT).IsDown() ? 1.f : 0.f;
-        fov_zoom -= m_controller->GetKey(KEY_CAM_ZOOM_IN).IsDown() ? 1.f : 0.f;
-        m_fov_zoom_damp = damp(m_fov_zoom_damp, fov_zoom, (fov_zoom == .0f)?(.15f):(0.5f), seconds);
-        m_fov = max(.0f, m_fov + seconds * 10.0f * m_fov_zoom_damp);
-        m_fov_damp = damp(m_fov_damp, m_fov, .2f, seconds);
-
-        if (m_fov_damp < MIN_FOV)
-            cur_cam->SetProjection(mat4::ortho(screen_size * fov_ratio * 1.1f, 1600.f / 600.f, 1000.f));
-        else if (fov_ratio > .0f)
-            cur_cam->SetProjection(mat4::shifted_perspective(m_fov_damp, screen_size * fov_ratio * 1.1f, 1600.f / 600.f, .00001f, 1000.f));
-
-        vec3 cam_center = cam_min_max[0] + min_max_diff * .5f;
-
-        vec4 test = inverse(world_cam) * vec4(.0f,.0f,-1.0f,1.f);
-        test = test;
-        test = inverse(world_cam) * vec4(.0f,.0f,.0f,1.f);
-        test = inverse(world_cam) * vec4(.0f,.0f,1.0f,1.f);
-
-        vec3 eye = (inverse(world_cam) * vec4(vec3(cam_center.xy, cam_min_max[1].z), 1.f)).xyz;
-        vec3 target = (inverse(world_cam) * vec4(vec3(cam_center.xy, cam_min_max[0].z), 1.f)).xyz;
-        if (eye == target)
-            cur_cam->SetView(vec3(.0f), vec3(.0f, .0f, -1.f), vec3(0.f, 1.f, 0.f));
-        else
-            cur_cam->SetView(eye, target, vec3(0,1,0));
-#endif
-
+        float screen_ratio = max(max(lol::abs(local_min_max[0].x), lol::abs(local_min_max[0].y)),
+                                 max(lol::abs(local_min_max[1].x), lol::abs(local_min_max[1].y)));
+        float scale_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
+                                 max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
+        vec2 screen_offset = vec2(0.f, -(screen_min_max[1].y + screen_min_max[0].y) * .5f);
+        m_screen_offset = damp(m_screen_offset, screen_offset, .9f, seconds);
+        float z_pos = (inverse(world_cam) * mat4::translate(vec3(0.f, 0.f, max(local_min_max[0].z, local_min_max[1].z)))).v3.z;
+
+        if (cam_factor > 0.f)
+        {
+            vec2 new_screen_scale = m_camera->GetScreenScale();
+            m_camera->SetScreenScale(max(vec2(0.001f), new_screen_scale * ((1.0f + m_zoom_mesh) / (scale_ratio * SCREEN_LIMIT))));
+            m_camera->m_position.z = damp(m_camera->m_position.z, z_pos + screen_ratio * 2.f, .1f, seconds);
+            m_camera->SetFov(m_fov_mesh);
+            m_camera->SetScreenInfos(damp(m_camera->GetScreenSize(), max(1.f, screen_ratio), 1.2f, seconds));
+        }
+    
         //--
-        //Mesh movement handling
+        //Message Service
         //--
-        if (m_controller->GetKey(KEY_MESH_RESET).IsReleased())
-            SetDefaultMeshTransform();
-
-        m_mesh_shown += m_controller->GetKey(KEY_MESH_NEXT).IsReleased() ? 1 : 0;
-        m_mesh_shown -= m_controller->GetKey(KEY_MESH_PREV).IsReleased() ? 1 : 0;
-        m_mesh_shown = clamp(m_mesh_shown, 0, max(m_meshes.Count(), 1) - 1);
-
-        vec2 new_move = vec2(.0f);
-        new_move.x += m_controller->GetKey(KEY_MESH_RIGHT).IsDown() ? 1.f : 0.f;
-        new_move.x -= m_controller->GetKey(KEY_MESH_LEFT).IsDown() ? 1.f : 0.f;
-        new_move.y += m_controller->GetKey(KEY_MESH_UP).IsDown() ? 1.f : 0.f;
-        new_move.y -= m_controller->GetKey(KEY_MESH_DOWN).IsDown() ? 1.f : 0.f;
-
-        m_mesh_screen_move_damp = vec2(damp(m_mesh_screen_move_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds),
-                                         damp(m_mesh_screen_move_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds));
-
-        new_move.x = m_controller->GetKey(KEY_MESH_OFFSET_UP).IsDown() ? 1.f : 0.f;
-        new_move.x -= m_controller->GetKey(KEY_MESH_OFFSET_DOWN).IsDown() ? 1.f : 0.f;
-        new_move.y = m_controller->GetKey(KEY_MESH_SCALE_UP).IsDown() ? 1.f : 0.f;
-        new_move.y -= m_controller->GetKey(KEY_MESH_SCALE_DOWN).IsDown() ? 1.f : 0.f;
-        m_mesh_move_damp = vec2(damp(m_mesh_move_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds),
-                                  damp(m_mesh_move_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds));
-
-        new_move.x = m_controller->GetKey(KEY_MESH_ROT_UP).IsDown() ? 1.f : 0.f;
-        new_move.x -= m_controller->GetKey(KEY_MESH_ROT_DOWN).IsDown() ? 1.f : 0.f;
-        new_move.y = m_controller->GetKey(KEY_MESH_ROT_RIGHT).IsDown() ? 1.f : 0.f;
-        new_move.y -= m_controller->GetKey(KEY_MESH_ROT_LEFT).IsDown() ? 1.f : 0.f;
-        m_mesh_rotate_damp = vec2(damp(m_mesh_rotate_damp.x, new_move.x, (new_move.x == .0f)?(.15f):(0.5f), seconds),
-                                    damp(m_mesh_rotate_damp.y, new_move.y, (new_move.y == .0f)?(.15f):(0.5f), seconds));
-
-        vec2 mesh_screen_move = seconds * 0.6f * m_mesh_screen_move_damp;
-        vec2 mesh_offset_move = seconds * vec2(.6f, .2f) * m_mesh_move_damp;
-        vec2 mesh_rotate = seconds * vec2(40.0f, 60.0f) * m_mesh_rotate_damp;
-
-        //Add movement
-        m_mesh_screen_offset += mesh_screen_move;
-        m_mesh_offset += mesh_offset_move;
-        m_mesh_rotation += mesh_rotate;
-
-        //Compute damp
-        m_mesh_rotation_damp = damp(m_mesh_rotation_damp, m_mesh_rotation, .2f, seconds);
-        m_mesh_screen_offset_damp = damp(m_mesh_screen_offset_damp, m_mesh_screen_offset, .2f, seconds);
-        m_mesh_offset_damp = damp(m_mesh_offset_damp, m_mesh_offset, .2f, seconds);
-
-        //Clamp necessary
-        m_mesh_rotation.x = clamp(m_mesh_rotation.x, -90.0f, 90.0f);
-        m_mesh_offset.y = max(.0f, m_mesh_offset.y);
-
-        //m_angle += seconds * 70.0f;
-        m_mat = mat4::rotate(m_mesh_rotation.x, vec3(1, 0, 0)) *
-                mat4::rotate(m_angle, vec3(0, 1, 0)) *
-                mat4::rotate(m_mesh_rotation.y, vec3(0, 1, 0));
+        String mesh("");
+        int u = 4;
+        while (u-- > 0 && MessageService::FetchFirst(MSG_IN, mesh))
+        {
+            int o = 1;
+            while (o-- > 0)
+            {
+                if (m_mesh_id == m_meshes.Count() - 1)
+                    m_mesh_id++;
+                //Create a new mesh
+                m_meshes.Push(EasyMesh(), false);
+                if (!m_meshes.Last().m1.Compile(mesh.C()))
+                    m_meshes.Pop();
+                //else
+                //    m_meshes.Last().m1.ComputeTexCoord(0.2f, 2);
+            }
+        }
 
+#if __native_client__
+        if (m_stream_update_time > .0f)
+        {
+            m_stream_update_time = -1.f;
+            MessageService::Send(MSG_IN, "[sc#f8f afcb 1 1 1 0]");
+            MessageService::Send(MSG_IN, "[sc#8ff afcb 1 1 1 0]");
+            MessageService::Send(MSG_IN, "[sc#ff8 afcb 1 1 1 0]");
+        }
+#elif WIN32
         //--
         //File management
         //--
-        if (m_controller->GetKey(KEY_MESH_UPDATE).IsReleased())
-            m_stream_update_time = m_stream_update_timer + 1.0f;
         m_stream_update_time += seconds;
-
         if (m_stream_update_time > m_stream_update_timer)
         {
             m_stream_update_time = 0.f;
@@ -406,15 +356,10 @@ public:
                  && (!m_cmdlist.Count() || cmd != m_cmdlist.Last()))
             {
                 m_cmdlist << cmd;
-
-                //Create a new mesh
-                m_meshes.Push(EasyMesh(), false, .0f, vec3(.0f));
-                if (!m_meshes.Last().m1.Compile(cmd.C()))
-                    m_meshes.Pop();
-                //else
-                //    m_meshes.Last().m1.ComputeTexCoord(0.2f, 2);
+                MessageService::Send(MSG_IN, cmd);
             }
         }
+#endif //WINDOWS
     }
 
     virtual void TickDraw(float seconds)
@@ -439,14 +384,7 @@ public:
         {
             m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture));
             m_texture_uni = m_texture_shader->GetUniformLocation("u_Texture");
-            //m_image = new Image("data/test-texture.png");
             m_default_texture = Tiler::Register("data/test-texture.png", ivec2(0), ivec2(0,1));
-
-            //ivec2 size = m_image->GetSize();
-            //// m_image->GetFormat()
-            //m_texture = new Texture(m_image->GetSize(), PixelFormat::ABGR_8);
-            //m_texture->SetData(m_image->GetData());
-            // PixelFormat::ABGR_8
         }
         else if (m_texture && m_default_texture)
             m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0);
@@ -455,12 +393,7 @@ public:
         {
             if (!m_meshes[i].m2)
             {
-                //Fur support
-#if WITH_FUR
-                m_meshes[i].m1.MeshConvert(Shader::Create(LOLFX_RESOURCE_NAME(shinyfur)));
-#elif WITH_TEXTURE
-                //m_meshes[i].m1.MeshConvert(m_texture_shader);
-                //m_meshes[i].m1.MeshConvert();
+#if WITH_TEXTURE
                 m_meshes[i].m1.MeshConvert(new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) |
                                                                   (1 << VertexUsage::Color)    | (1 << VertexUsage::TexCoord)),
                                                                   m_texture_shader, true));
@@ -473,63 +406,60 @@ public:
 
         g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
 
-        mat4 default_proj = g_scene->GetCamera()->GetProjection();
-        int max_drawn = m_meshes.Count() - m_mesh_shown;
-        for (int i = max_drawn; i < m_meshes.Count(); i++)
-            m_meshes[i].m4 = vec3(.0f);
-        for (int i = 0; i < max_drawn; i++)
+        vec3 x = vec3(1.f,0.f,0.f);
+        vec3 y = vec3(0.f,1.f,0.f);
+        for (int i = 0; i < m_meshes.Count(); i++)
         {
-            float new_scale = max(.0f, 1.0f - (m_mesh_offset_damp.y * (float)(max_drawn - (i + 1))));
-            m_meshes[i].m3 = damp(m_meshes[i].m3, new_scale, .35f, seconds);
-            if (m_meshes[i].m3 > .0f)
+            mat4 save_proj = m_camera->GetProjection();
+            float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1));
+            if (m_meshes[i].m2)
             {
-                vec3 new_mesh_offset = vec3(.0f);
-                //damping calculations
-                for (int j = max_drawn - 1; j > i; j--)
-                {
-                    float ofs_scale = max(.0f, 1.0f - (m_mesh_offset_damp.y * (float)(max_drawn - (j + 0))));
-                    new_mesh_offset = new_mesh_offset + vec3(m_meshes[j].m3 * ofs_scale * ofs_scale * m_mesh_offset_damp.x, .0f, .0f);
-                }
-                m_meshes[i].m4 = damp(m_meshes[i].m4, new_mesh_offset, .35f, seconds);
-
-                g_scene->GetCamera()->SetProjection(
-                                                                mat4::translate(m_meshes[i].m4) *
-                                                                mat4::translate(vec3(m_mesh_screen_offset_damp, .0f)) *
-                                                                mat4::scale(vec3(vec2(m_meshes[i].m3), 1.0f)) *
-                                                                default_proj);
-#if WITH_FUR
-                for (int j=0; j < 40; j++)
-                    m_meshes[i].m1.Render(m_mat, 0.1 * j);
-#else
+                mat4 new_proj =
+                    //Y object Offset
+                    mat4::translate(x * m_screen_offset.x + y * m_screen_offset.y) *
+                    //Mesh Pos Offset
+                    mat4::translate((x * m_pos_mesh.x * RATIO_HW + y * m_pos_mesh.y) * 2.f * (1.f + .5f * m_zoom_mesh / SCREEN_LIMIT)) *
+                    //Mesh count offset
+                    mat4::translate(x * RATIO_HW * 2.f * j) *
+                    //Align right meshes
+                    mat4::translate(x - x * RATIO_HW) *
+                    //Mesh count scale
+                    //mat4::scale(1.f - .2f * j * (1.f / (float)m_meshes.Count())) *
+                    //Camera projection
+                    save_proj;
+                m_camera->SetProjection(new_proj);
                 m_meshes[i].m1.Render(m_mat);
-#endif
                 g_renderer->Clear(ClearMask::Depth);
             }
+            m_camera->SetProjection(save_proj);
         }
-        g_scene->GetCamera()->SetProjection(default_proj);
     }
 
 private:
+    Array<Light *> m_lights;
     Controller *m_controller;
-    Camera *m_camera;
-    float m_angle;
     mat4 m_mat;
 
-    //Mesh infos
-    //Move damping
-    vec2 m_mesh_rotate_damp;
-    vec2 m_mesh_screen_move_damp;
-    vec2 m_mesh_move_damp;
-
-    //Move transform damping
-    vec2 m_mesh_rotation_damp;
-    vec2 m_mesh_screen_offset_damp;
-    vec2 m_mesh_offset_damp;
+    //Camera Setup
+    Camera *m_camera;
+    float   m_fov;
+    float   m_fov_mesh;
+    float   m_fov_speed;
+    float   m_zoom;
+    float   m_zoom_mesh;
+    float   m_zoom_speed;
+    vec2    m_rot;
+    vec2    m_rot_mesh;
+    vec2    m_rot_speed;
+    vec2    m_pos;
+    vec2    m_pos_mesh;
+    vec2    m_pos_speed;
+    vec2    m_screen_offset;
 
-    vec2 m_mesh_rotation;     //Meshes rotation
-    vec2 m_mesh_screen_offset;//Meshes screen offset
-    vec2 m_mesh_offset;       //Mesh Offset after first mesh (x: offset, y: scale)
-    int  m_mesh_shown;
+    //Mesh infos
+    int     m_mesh_id;
+    float   m_mesh_id1;
+    Array<EasyMesh, bool> m_meshes;
 
     //File data
     String        m_file_name;
@@ -538,17 +468,11 @@ private:
     float         m_stream_update_timer;
 
     //misc datas
-    Array<EasyMesh, bool, float, vec3> m_meshes;
-    Array<Light *>  m_lights;
     Shader *        m_texture_shader;
     TileSet *       m_default_texture;
     Texture *       m_texture;
     ShaderUniform   m_texture_uni;
     Image *         m_image;
-    float           m_fov;
-    float           m_fov_damp;
-    float           m_fov_zoom_damp;
-    mat4            m_fov_compensation;
 };
 
 //The basic main :
@@ -556,7 +480,7 @@ int main(int argc, char **argv)
 {
     System::Init(argc, argv);
 
-    Application app("MeshViewer", ivec2(1600, 600), 60.0f);
+    Application app("MeshViewer", ivec2((int)WIDTH, (int)HEIGHT), 60.0f);
     if (argc > 1)
         new MeshViewer(argv[1]);
     else