diff --git a/components/renderers/cpp/src/splat_render.cpp b/components/renderers/cpp/src/splat_render.cpp
index 5b1ea0409f74a59502bdc60eabf4a796b68cb0de..1d3fe6f3328c823544d675a9e49af89b2e3b0ea4 100644
--- a/components/renderers/cpp/src/splat_render.cpp
+++ b/components/renderers/cpp/src/splat_render.cpp
@@ -372,8 +372,7 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out) {
 	temp_.createTexture<int>(Channel::Depth);
 	//temp_.get<GpuMat>(Channel::Normals).setTo(cv::Scalar(0.0f,0.0f,0.0f,0.0f), cvstream);
 
-	// First make sure each input has normals
-	/*temp_.createTexture<float4>(Channel::Normals);
+	// Display mask values
 	for (int i=0; i<scene_->frames.size(); ++i) {
 		auto &f = scene_->frames[i];
 		auto s = scene_->sources[i];
@@ -387,7 +386,7 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out) {
 			}
 		}
 
-		// Needs to create points channel first?
+		/*// Needs to create points channel first?
 		if (!f.hasChannel(Channel::Points)) {
 			//LOG(INFO) << "Creating points... " << s->parameters().width;
 			
@@ -417,8 +416,8 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out) {
 			if (norm_filter_ > -0.1f) {
 				ftl::cuda::normal_filter(f.getTexture<float4>(Channel::Normals), f.getTexture<float4>(Channel::Points), s->parameters(), pose, norm_filter_, stream_);
 			}
-		}
-	}*/
+		}*/
+	}
 
 	Channel chan = src->getChannel();