 							   vertexParameters			: Vector.<ParameterAllocation>,
 							   fragmentParameters		: Vector.<ParameterAllocation>)
 		{
+			_lastFrameId			= uint.MAX_VALUE;
 			_lastStyleStackVersion	= uint.MAX_VALUE;
 			_lastTransformVersion	= uint.MAX_VALUE;
 			

				var paramAlloc	: ParameterAllocation	= paramsAllocs[i];
				var param		: AbstractParameter		= paramAlloc._parameter;
				
				if ((param is StyleParameter && styleStack.version == _lastStyleStackVersion) ||
					(param is TransformParameter && local.version == _lastTransformVersion))
					continue;
				
				var data : Object = getParameterData(param, styleStack, local, world);
				
				loadParameterData(paramAlloc, constData, data);
			}
		}

				_lastTransformVersion	= uint.MAX_VALUE;
			}
			
			
			setTextures(state, styleStack, local, world);
			setConstants(state, styleStack, local, world);
			
			state.shader = _resource;
			_lastStyleStackVersion	= styleStack.version;
			_lastTransformVersion	= local.version;
			
			return true;
		}
