 			var previousCall	: DrawCall			= null;
 			var passes			: Array				= _passes.concat();
 			
-			_numEnabledDrawCalls = 0;
-			
 			for (passId = 0; passId < numPasses; ++passId)
 			{
 				var pass			: ShaderInstance	= passes[passId];

    				var drawCall		: DrawCall			= drawCalls[drawCallId];
    				var passInstance	: ShaderInstance	= _drawCallToPassInstance[drawCall];
    				
    				unbindShaderInstance(passInstance, drawCall, meshBindings);
    			}
    			_numDrawCalls -= numDrawCalls;

				
				for (var j : uint = 0; j < numCalls; ++j)
				{
					call = calls[j];
					if (call.enabled)
					{
						numTriangles += call.apply(context, previousCall);
						previousCall = call;
					}
