Fix performance bug in Development/Release builds due to incorrect draw calls batching (uninitialized memory)
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@@ -175,11 +175,6 @@ void SkinnedMesh::Draw(const RenderContext& renderContext, const DrawInfo& info,
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DrawCall drawCall;
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drawCall.Geometry.IndexBuffer = _indexBuffer;
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drawCall.Geometry.VertexBuffers[0] = _vertexBuffer;
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drawCall.Geometry.VertexBuffers[1] = nullptr;
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drawCall.Geometry.VertexBuffers[2] = nullptr;
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drawCall.Geometry.VertexBuffersOffsets[0] = 0;
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drawCall.Geometry.VertexBuffersOffsets[1] = 0;
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drawCall.Geometry.VertexBuffersOffsets[2] = 0;
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if (info.Deformation)
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info.Deformation->RunDeformers(this, MeshBufferType::Vertex0, drawCall.Geometry.VertexBuffers[0]);
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drawCall.Draw.StartIndex = 0;
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@@ -224,14 +219,8 @@ void SkinnedMesh::Draw(const RenderContextBatch& renderContextBatch, const DrawI
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DrawCall drawCall;
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drawCall.Geometry.IndexBuffer = _indexBuffer;
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drawCall.Geometry.VertexBuffers[0] = _vertexBuffer;
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drawCall.Geometry.VertexBuffers[1] = nullptr;
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drawCall.Geometry.VertexBuffers[2] = nullptr;
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drawCall.Geometry.VertexBuffersOffsets[0] = 0;
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drawCall.Geometry.VertexBuffersOffsets[1] = 0;
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drawCall.Geometry.VertexBuffersOffsets[2] = 0;
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if (info.Deformation)
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info.Deformation->RunDeformers(this, MeshBufferType::Vertex0, drawCall.Geometry.VertexBuffers[0]);
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drawCall.Draw.StartIndex = 0;
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drawCall.Draw.IndicesCount = _triangles * 3;
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drawCall.InstanceCount = 1;
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drawCall.Material = material;
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