Fix performance bug in Development/Release builds due to incorrect draw calls batching (uninitialized memory)
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@@ -97,7 +97,6 @@ void Skybox::ApplySky(GPUContext* context, RenderContext& renderContext, const M
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{
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// Prepare mock draw call data
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DrawCall drawCall;
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Platform::MemoryClear(&drawCall, sizeof(DrawCall));
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drawCall.World = world;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = _sphere.Radius;
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