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

				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>[

			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;
			
