 		
 		public function appendUniformScale(scale : Number) : Matrix4x4
 		{
+			_invalidComponents = COMPONENT_ALL;
 			_matrix.appendScale(scale, scale, scale);
 			
 			if (!_locked)


			return this;
		}
	}
}

		
		public function setRotation(x : Number, y : Number, z : Number) : Matrix4x4
		{
			if (_invalidComponents)
				updateComponents();
			
			_rotation._vector.setTo(x, y, z);
			
			_matrix.recompose(new <Vector3D>[
				_translation._vector,
				_rotation._vector,
				_scale._vector
			]);
			
			if (!_locked)
				_changed.execute(this);
