 			var indexData	: ByteArray	= new ByteArray();
 			var vertexData	: ByteArray	= new ByteArray();
 			
+			vertexData.endian = Endian.LITTLE_ENDIAN;
+			indexData.endian = Endian.LITTLE_ENDIAN;
+			
 			var patch			: Vector.<Vector3D>	= new Vector.<Vector3D>(16, true);
 			var currentVertexId	: uint				= 0;
 			

				currentVertexId += (divs + 1) * (divs + 1);
			}
			
			// this is slow and memory consuming and could be avoided by non duplicating all border
			// vertices on genPatchVertexData and genPatchIndexData...
			GeometrySanitizer.removeDuplicatedVertices(vertexData, indexData, 3);
			
			super(
				new <IVertexStream>[

	
	import flash.geom.Vector3D;
	import flash.utils.ByteArray;
	import flash.utils.Endian;
	
	/**
	 * Utah Teapot
