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

                    
				drawCalls[instanceId] = drawCall;
				++_numDrawCalls;
                
				// retain the instance, update indexes, watch for invalidation, give to renderingList.
				bindShaderInstance(passInstance, drawCall, meshBindings);

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