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

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

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