 					'map it to a shader constant.');	
 			}
 		}
-		
 	}
-}+}

				var matrixVectorDataLength	: uint					= matrixVectorData.length;
				
				for (var i : uint = 0; i < matrixVectorDataLength; ++i)
					matrixVectorData[i].getRawData(constData, offset + i * 16, true);
			}
			else if (data == null)
			{

				
				for (var j : uint = 0; j < vectorVectorDataLength; ++j)
				{
					vectorData = vectorVectorData[j];
					
					constData[offset + 4 * j] = vectorData.x;
					constData[int(offset + 4 * j + 1)] = vectorData.y;
					constData[int(offset + 4 * j + 2)] = vectorData.z;
