diff --git a/public/place.html b/public/place.html
index cf58fbd65fec49024bc93de3a13debe430e94c26..b8be792b0d032c54217a8149a56089f927ee5daf 100644
--- a/public/place.html
+++ b/public/place.html
@@ -4,20 +4,18 @@
   <meta charset="UTF-8">
   <meta name="viewport"
         content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
-  <title>Cube Demo</title>
-
-<!-- three.js -->
-<script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
-
-<script src="https://unpkg.com/three@0.126.0/examples/js/loaders/GLTFLoader.js"></script>
+  <title>Hit to Place Demo</title>
 
+  <!-- three.js -->
+  <script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
 
+  <script src="https://unpkg.com/three@0.126.0/examples/js/loaders/GLTFLoader.js"></script>
 </head>
 <body>
 
 <!-- Starting an immersive WebXR session requires user interaction.
     We start this one with a simple button. -->
-<button onclick="activateXR()">Start placing Demo</button>
+<button onclick="activateXR()">Start Hit to Place Demo</button>
 <script>
 async function activateXR() {
   // Add a canvas element and initialize a WebGL context that is compatible with WebXR.
@@ -25,12 +23,11 @@ async function activateXR() {
   document.body.appendChild(canvas);
   const gl = canvas.getContext("webgl", {xrCompatible: true});
 
-const scene = new THREE.Scene();
-
-const directionalLight = new THREE.DirectionalLight(0xffffff, 0.3);
-directionalLight.position.set(10, 15, 10);
-scene.add(directionalLight);
+  const scene = new THREE.Scene();
 
+  const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
+  directionalLight.position.set(10, 15, 10);
+  scene.add(directionalLight);
 
 // Set up the WebGLRenderer, which handles rendering to the session's base layer.
 const renderer = new THREE.WebGLRenderer({
@@ -49,6 +46,9 @@ camera.matrixAutoUpdate = false;
 
 // Initialize a WebXR session using "immersive-ar".
 const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']});
+session.updateRenderState({
+  baseLayer: new XRWebGLLayer(session, gl)
+});
 
 // A 'local' reference space has a native origin that is located
 // near the viewer's position at the time the session was created.
@@ -60,6 +60,8 @@ const viewerSpace = await session.requestReferenceSpace('viewer');
 const hitTestSource = await session.requestHitTestSource({ space: viewerSpace });
 
 
+
+
 const loader = new THREE.GLTFLoader();
 let reticle;
 loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/reticle/reticle.gltf", function(gltf) {
@@ -81,10 +83,8 @@ session.addEventListener("select", (event) => {
   }
 });
 
-
 // Create a render loop that allows us to draw on the AR view.
 const onXRFrame = (time, frame) => {
-
   // Queue up the next draw request.
   session.requestAnimationFrame(onXRFrame);
 
@@ -114,6 +114,7 @@ const onXRFrame = (time, frame) => {
       reticle.updateMatrixWorld(true);
     }
 
+    
 
     // Render the scene with THREE.WebGLRenderer.
     renderer.render(scene, camera)
@@ -121,8 +122,10 @@ const onXRFrame = (time, frame) => {
 }
 session.requestAnimationFrame(onXRFrame);
 
+
+
+
 }
 </script>
 </body>
 </html>
-