 			_invalidDepth = computeDepth;
 			
 			setProgram(program);
-			updateGeometry(geometry);
 			setGeometry(geometry);
 			setBindings(meshBindings, sceneBindings, computeDepth);
 		}

				if (_localToWorld != null && _worldToScreen != null)
				{
					var worldSpacePosition 	: Vector4	= _localToWorld.transformVector(
						Vector4.ZERO, TMP_VECTOR4
					);
					var screenSpacePosition : Vector4 	= _worldToScreen.transformVector(
						worldSpacePosition, TMP_VECTOR4

		private var _enabled			: Boolean							= true;
		
		private var _depth				: Number							= 0.;
        private var _center				: Vector4							= null;
		private var _invalidDepth		: Boolean							= false;
		private var _localToWorld		: Matrix4x4							= null;
		private var _worldToScreen		: Matrix4x4							= null;
