Rendering problem

#pragma strict
var object : GameObject;
var m_camera : Camera;

function Update () {
var d :float[];
d= new float[6];
var i :int;
var j :int;
var p :int = 3000;
var t : int = 0;

d[0] = Vector3.Distance(m_camera.transform.position, object[0].transform.position);
object[0].renderer.material.renderQueue=p;
for(i=1;i<6;i++)
{
d <em>= Vector3.Distance(m_camera.transform.position, object*.transform.position);*</em>

p=p+1000;
object*.renderer.material.renderQueue=p;*
}
for(i=0;i<6;i++)
{ //p=p+1000;
//object*.renderer.sharedMaterial.renderQueue=p;*
//d = Vector3.Distance(m_camera.transform.position, object*.transform.position);
_//object.renderer.sharedMaterial.renderQueue=p;
for(j=i+1;j<6;j++)
{*

if(d_

#pragma strict
var object : GameObject;
var m_camera : Camera;

function Update () {
var d :float;
d= new float[6];
var i :int;
var j :int;
var p :int = 3000;
var t : int = 0;

d[0] = Vector3.Distance(m_camera.transform.position, object[0].transform.position);
object[0].renderer.material.renderQueue=p;
for(i=1;i<6;i++)
{
d = Vector3.Distance(m_camera.transform.position, object*.transform.position);
p=p+1000;
_object.renderer.material.renderQueue=p;
}
for(i=0;i<6;i++)
{ //p=p+1000;
//object.renderer.sharedMaterial.renderQueue=p;_

//d = Vector3.Distance(m_camera.transform.position, object.transform.position);
_//object.renderer.sharedMaterial.renderQueue=p;
for(j=i+1;j<6;j++)
{*

if(d_

#pragma strict
var object : GameObject;
var m_camera : Camera;

function Update () {
var d :float;
d= new float[6];
var i :int;
var j :int;
var p :int = 3000;
var t : int = 0;

d[0] = Vector3.Distance(m_camera.transform.position, object[0].transform.position);
object[0].renderer.material.renderQueue=p;
for(i=1;i<6;i++)
{
d = Vector3.Distance(m_camera.transform.position, object*.transform.position);
p=p+1000;
_object.renderer.material.renderQueue=p;
}
for(i=0;i<6;i++)
{ //p=p+1000;
//object.renderer.sharedMaterial.renderQueue=p;_

//d = Vector3.Distance(m_camera.transform.position, object.transform.position);
_//object.renderer.sharedMaterial.renderQueue=p;
for(j=i+1;j<6;j++)
{*

if(d_