sceneObjs[nObjects].rotation.vect = (vector*)calloc( 3, sizeof(vector[0]) );
if ( sceneObjs[nObjects].scale == NULL || sceneObjs[nObjects].rotation.vect == NULL ) {
sceneObjs[nObjects].rotation.vect = (vector*)calloc( 3, sizeof(vector[0]) );
if ( sceneObjs[nObjects].scale == NULL || sceneObjs[nObjects].rotation.vect == NULL ) {