 				//var topA:Number = objA.isoZ + objA.isoHeight;
 
 				// TODO - getting bounds objects REALLY slows us down, too.  It creates a new one every time you ask for it!
-				/*var rightA:Number = objA.x + objA.width;
+				var rightA:Number = objA.x + objA.width;
 				var frontA:Number = objA.y + objA.length;
-				var topA:Number = objA.z + objA.height;*/
+				var topA:Number = objA.z + objA.height;
 				
-				var rightA:Number = objA.isoX + objA.isoWidth;
-				var frontA:Number = objA.isoY + objA.isoLength;
-				var topA:Number = objA.isoZ + objA.isoHeight;
-				
-				var j:uint;
-				for (j; j < max; ++j)
+				for (var j:uint = 0; j < max; ++j)
 				{
 					var objB:IsoDisplayObject = children[j];
 					

		{
			visited[obj] = true;
			
			var inner:IsoDisplayObject
			for each(inner in dependency[obj])
			{
				if (true !== visited[inner])
					place(inner);
			}
				
			if (depth != obj.depth)
			{
				scene.setChildIndex(obj, depth);

			
			// Set the childrens' depth, using dependency ordering
			depth = 0;
			for each (var obj:IsoDisplayObject in children)
				if (true !== visited[obj])
					place(obj);
			
			// Clear out temporary dictionary so we're not retaining memory between calls
			visited = new Dictionary();
