 			{
 				// fork pass if needed
 				var asShader		: ActionScriptShader	= meshEffect.getPass(i);
-				var passInstance	: ShaderInstance			= asShader.fork(meshBindings, sceneBindings);
+				var passInstance	: ShaderInstance		= asShader.fork(meshBindings, sceneBindings);
 				
 				// create drawcall
 				var drawCall		: DrawCall		= new DrawCall();

				delete _effectToMeshes[meshEffect];
				meshEffect.passesChanged.remove(effectPassesChangedHandler);
			}
		}
		
		private function meshVisibilityChangedHandler(mesh		 : Mesh,

			}
			
			_effectToMeshes[meshEffect].push(mesh);
			
			//register to visibility change signal
			mesh.visibilityChanged.add(meshVisibilityChangedHandler);
		}
		
		private function removeMesh(mesh : Mesh) : void
