diff --git a/CgSceneGraph/CgSceneControl.cpp b/CgSceneGraph/CgSceneControl.cpp
index 5becc4bfc7723e7615497220ec27659631b3c9e7..f1243bcc86487a790a0e988882a53bb96a8a3ef5 100644
--- a/CgSceneGraph/CgSceneControl.cpp
+++ b/CgSceneGraph/CgSceneControl.cpp
@@ -303,7 +303,7 @@ void CgSceneControl::handleEvent(CgBaseEvent* e) {
     if(e->getType() & Cg::CgSplatEvent) {
         // checkbox in GUI changed for showing/hiding splats
         CgSplatEvent* ev = (CgSplatEvent*)e;
-        m_show_splats=ev->useSplatting();
+        m_show_splats = ev->useSplatting();
         m_renderer->redraw();
     }
 
@@ -461,7 +461,6 @@ void CgSceneControl::setRenderer(CgBaseRenderer* r) {
     if(m_triangle_mesh != nullptr) m_renderer->init(m_triangle_mesh);
 }
 
-
 void CgSceneControl::renderObjects() {
 
     // Materialeigenschaften setzen
@@ -484,10 +483,11 @@ void CgSceneControl::renderObjects() {
     }
 
     if((m_pointcloud != nullptr)&& !m_show_splats) {
-      m_current_transformation = glm::translate(m_current_transformation,-m_center);
+      m_renderer->setUniformValue("rendersplats", 0);
+      m_current_transformation = glm::translate(m_current_transformation, -m_center);
       glm::mat4 mv_matrix = m_lookAt_matrix * m_current_transformation;
       m_renderer->render(m_pointcloud, mv_matrix, m_proj_matrix);
-      m_current_transformation = glm::translate(m_current_transformation,m_center);
+      m_current_transformation = glm::translate(m_current_transformation, m_center);
     }
 
     if((m_select_ray != nullptr) && m_show_pickray) {
@@ -510,7 +510,7 @@ void CgSceneControl::renderObjects() {
     // just to have not much effort to show the shape, inefficient rendering!
     if((m_pointcloud != nullptr) && m_show_splats) {
 
-      m_renderer->setUniformValue("rendersplats",1);
+      m_renderer->setUniformValue("rendersplats", 1);
 
       //const std::vector<glm::vec3>& vertex_colors = m_pointcloud->getVertexColors();
       const std::vector<glm::vec3>& vertices = m_pointcloud->getVertices();
@@ -520,22 +520,24 @@ void CgSceneControl::renderObjects() {
 
       glm::mat4 mv_matrix;
 
-      for(unsigned int i=0;i<splat_indices.size();i++) {
-        //m_renderer->setUniformValue("mycolor",glm::vec4(vertex_colors[splat_indices[i]],1.0));
-
-        m_current_transformation = glm::translate(m_current_transformation,-m_center);
-        m_current_transformation = m_current_transformation * glm::inverse(orientations[splat_indices[i]]);
-
-        m_current_transformation=glm::scale(m_current_transformation,glm::vec3(scalings[splat_indices[i]][0],scalings[splat_indices[i]][1],1.0));
+      for(unsigned int i = 0; i < splat_indices.size(); i++) {
+        unsigned int splat_index = splat_indices[i];
+        glm::mat4 splat_orientation = orientations[splat_index];
+        glm::vec2 splat_scaling = scalings[splat_index];
 
-        mv_matrix = m_lookAt_matrix * m_current_rotation* m_current_transformation ;
-
-        if(m_disc != nullptr) m_renderer->render(m_disc,mv_matrix,m_proj_matrix);
-
-        m_current_transformation=glm::scale(m_current_transformation,glm::vec3(1.0/scalings[splat_indices[i]][0],1.0/scalings[splat_indices[i]][1],1.0));
-
-        m_current_transformation = m_current_transformation * orientations[splat_indices[i]];
-        m_current_transformation = glm::translate(m_current_transformation,m_center);
+        m_current_transformation = glm::translate(m_current_transformation, -m_center);
+        m_current_transformation = m_current_transformation * glm::inverse(splat_orientation);
+        m_current_transformation = glm::scale(m_current_transformation, glm::vec3(
+          splat_scaling.x,
+          splat_scaling.y,
+          1.0)
+        );
+        mv_matrix = m_lookAt_matrix * m_current_transformation ;
+        if(m_disc != nullptr) m_renderer->render(m_disc, mv_matrix, m_proj_matrix);
+        glm::vec3 scale_vec = glm::vec3(1.0 / splat_scaling.x, 1.0 / splat_scaling.y, 1.0);
+        m_current_transformation = glm::scale(m_current_transformation, scale_vec);
+        m_current_transformation = m_current_transformation * splat_orientation;
+        m_current_transformation = glm::translate(m_current_transformation, m_center);
       }
     }
 }