 			_invalidDepth = computeDepth;
 			
 			setProgram(program);
-			updateGeometry(geometry);
 			setGeometry(geometry);
 			setBindings(meshBindings, sceneBindings, computeDepth);
 		}

				if (_localToWorld != null && _worldToScreen != null)
				{
					var worldSpacePosition 	: Vector4	= _localToWorld.transformVector(
						Vector4.ZERO, TMP_VECTOR4
					);
					var screenSpacePosition : Vector4 	= _worldToScreen.transformVector(
						worldSpacePosition, TMP_VECTOR4

		private function setProgram(program : Program3DResource) : void
		{
			_cpuConstants		= new Dictionary();
			_vsConstants		= program._vsConstants.slice();
			_fsConstants		= program._fsConstants.slice();
			_fsTextures			= program._fsTextures.slice();
			_vsInputComponents	= program._vertexInputComponents;
			_vsInputIndices		= program._vertexInputIndices;
			_bindings			= program._bindings;
