 										firstPlane	: uint			= 0) : int
 		{
 			var result		: uint				= 0;
-			var count		: int				= 0;
 			var vertices	: Vector.<Number>	= box._vertices;
 			var p			: Plane				= null;
 			

			return _points;
		}
		
		/*public function updateFromDescription(fov	: Number,
											  ratio	: Number,
											  zNear	: Number,
											  zFar 	: Number) : void
		{
			var	y_scale	: Number	= 1. / Math.tan(fov * .5);
			var	x_scale	: Number	= y_scale / ratio;
			var	m33		: Number	= zFar / (zFar - zNear);
			var	m43		: Number	= -zNear * zFar / (zFar - zNear);

			_planes[RIGHT].set(	-x_scale,	0,			1,			0).normalize();
			_planes[LEFT].set(	x_scale,	0,			1,			0).normalize();
			_planes[TOP].set(	0,			-y_scale,	1,			0).normalize();
			_planes[BOTTOM].set(0,			y_scale,	1,			0).normalize();
			_planes[NEAR].set(	0,			0,			m33,		-m43).normalize();
			_planes[FAR].set(	0,			0,			1 - m33,	m43).normalize();
			
			_points			= null;
		}*/

		/**
		 * Update the frustum planes according to the specified project matrix.
		 *

			var radius	: Number	= sphere.radius;
			var result	: int		= 0;
			var p 		: Plane		= null;

			if (!culling)
				return INSIDE;
