         private static const TMP_VECTOR4_2			: Vector4			= new Vector4();
 		private static const TMP_MATRIX				: Matrix4x4			= new Matrix4x4();
 		
+        private static const COMPONENT_NONE			: uint				= 0;
 		private static const COMPONENT_TRANSLATION	: uint				= 1;
 		private static const COMPONENT_ROTATION		: uint				= 2;
 		private static const COMPONENT_SCALE		: uint				= 4;

			return this;
		}

		public function appendRotation(radians		: Number,
									   axis			: Vector4,
									   pivotPoint	: Vector4	= null) : Matrix4x4
		{
			_invalidComponents = COMPONENT_ALL;
			_matrix.appendRotation(

			return this;
		}

		final public function perspectiveFoV(fov	: Number,
                                             ratio	: Number,
                                             zNear	: Number,
                                             zFar 	: Number) : Matrix4x4
		{
			var fd : Number = 1. / Math.tan(fov * 0.5);
			
