 				// create drawcall
 				var drawCall		: DrawCall			= new DrawCall();
 				
+				drawCall.enabled = mesh.visible;
 				if (passInstance.program != null)
 					drawCall.configure(passInstance.program, mesh.geometry, meshBindings, sceneBindings);
 				drawCalls[i] = drawCall;

				var color : uint = backBuffer.backgroundColor;
				
				context.clear(
					((color >> 16) & 0xff) / 255.,
					((color >> 8) & 0xff) / 255.,
					(color & 0xff) / 255.,
					((color >> 24) & 0xff) / 255.
				);
			}
			

			var sceneBindings	: DataBindings	= _scene.bindings;
			
			// iterate on meshEffect passes
			var drawCalls : Vector.<DrawCall>	= new <DrawCall>[];
			
			for (var i : uint = 0; i < numPasses; ++i)
			{
