 				
 				for (var j : uint = 0; j < vectorVectorDataLength; ++j)
 				{
+					vectorData = vectorVectorData[j];
+					
 					constData[offset + 4 * j] = vectorData.x;
 					constData[int(offset + 4 * j + 1)] = vectorData.y;
 					constData[int(offset + 4 * j + 2)] = vectorData.z;

				var matrixVectorDataLength	: uint					= matrixVectorData.length;
				
				for (var i : uint = 0; i < matrixVectorDataLength; ++i)
					matrixVectorData[i].getRawData(constData, offset + i * 16, true);
			}
			else if (data == null)
			{

					'map it to a shader constant.');	
			}
		}
	}
}
