 		{
 			if (viewport.ready)
 			{
-				render(viewport, target);
+				_numTriangles = render(viewport, target);
 				Factory.sweep();
 			}
 		}

					var meshGeometry		: Geometry			= Mesh(_meshBindingToMesh[meshBindings]).geometry
					var meshChanges			: Vector.<String>	= _stashedPropertyChanges[meshBindings];
					
					var needUpdateFromMesh	: Boolean = meshChanges != null ?
						passInstanceSignature.useProperties(meshChanges, false) :
						false;
					

		
		private function applyBindingChanges() : void
		{
			if (_numStashedPropertyChanges == 0)
				return;
			
			var sceneBindings		: DataBindings		= _scene.bindings;
			var sceneChanges		: Vector.<String>	= _stashedPropertyChanges[sceneBindings];
			var numShaderInstances	: int				= _passInstances.length;
			
			for (var shaderInstanceId : int = numShaderInstances - 1; shaderInstanceId >= 0; --shaderInstanceId)
			{
