 					// it fills, let insert the triangle
 					for (localVertexId = 0; localVertexId < 3; ++localVertexId)
 					{
-						
 						if (newVertexNeeded[localVertexId])
 						{
 							// copy current vertex into the new array

	 */
	public final class GeometrySanitizer
	{
		public static const INDEX_LIMIT		: uint = 524270;
		public static const VERTEX_LIMIT	: uint = 65535;
		
		public static function isValid(indexData		: ByteArray,
									   vertexData		: ByteArray,

					neededVerticesCount = 0;
					for (localVertexId = 0; localVertexId < 3; ++localVertexId)
					{
						oldVertexIds[localVertexId]	= inIndices[uint(totalUsedIndices + usedIndicesCount + localVertexId)];
						
						var tmp : Object = usedVerticesDic[oldVertexIds[localVertexId]];
						
