diff --git a/js/003-data/gameVariableData.js b/js/003-data/gameVariableData.js
index f4e2b3b567e2fb29751bc5c2253b46ffabf04e4d..a1ef05eb49fe6475293f6e1f7813611af9ddc612 100644
--- a/js/003-data/gameVariableData.js
+++ b/js/003-data/gameVariableData.js
@@ -165,7 +165,7 @@ App.Data.defaultGameStateVariables = {
 	setShadowMapping: true,
 	setSSAO: true,
 	setSSS: true,
-	setImageSize: 1,
+	setImageSize: 1.25,
 	set3QView: false,
 	seeAnimation: false,
 	animFPS: 12,
diff --git a/src/art/webgl/art.js b/src/art/webgl/art.js
index fe83336aefa8f3e7774b8a48e24bfca3c33d5a69..f4e7f77458deef4b217a6a0842323a2432122efb 100644
--- a/src/art/webgl/art.js
+++ b/src/art/webgl/art.js
@@ -2979,7 +2979,7 @@ App.Art.applyMorphs = function(slave, scene, p, isAnimating) {
 		morphs.push(["bulge", Math.max(slave.dick/4, 0)]);
 	}
 
-	morphs.push(["offset", 2]); // only applies to clothes
+	morphs.push(["offset", 1.5]); // only applies to clothes
 
 	if (V.seeAnimation) {
 		App.Art.getAnimState(slave, scene, p, morphs, isAnimating);
diff --git a/src/art/webgl/engine.js b/src/art/webgl/engine.js
index 68315d1b2645db9f37c5a17e33f3ad24d9ec22b4..d54676518330e48e01342a1664185eafcca7ebae 100644
--- a/src/art/webgl/engine.js
+++ b/src/art/webgl/engine.js
@@ -457,7 +457,7 @@ App.Art.Engine = class {
 						if (map_d < 0.01 || map_d == 1.0)
 							discard;
 					} else {
-						if (map_d < 1.0)
+						if (map_d < 0.85)
 							discard;
 					}
 
@@ -1252,7 +1252,7 @@ App.Art.Engine = class {
 		this.gl.useProgram(this.shaderProgramForwardPass);
 		this.drawForwardPass(sceneParams, true);
 
-		this.gl.disable(this.gl.CULL_FACE);
+		this.gl.enable(this.gl.CULL_FACE);
 		this.gl.useProgram(this.shaderProgramForwardPass);
 		this.drawForwardPass(sceneParams, false);
 		this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
@@ -1851,9 +1851,9 @@ App.Art.Engine = class {
 							}
 						}
 					} else { // static morph, follow one vertex
-						let pDeltaX = pDelta[target*3];
-						let pDeltaY = pDelta[target*3+1];
-						let pDeltaZ = pDelta[target*3+2];
+						let pDeltaX = pDelta[target];
+						let pDeltaY = pDelta[target+1];
+						let pDeltaZ = pDelta[target+2];
 						for (let j = 0; j < vertexPosition.length; j+=3) {
 							vertexPosition[j]   += pDeltaX;
 							vertexPosition[j+1] += pDeltaY;