Fix performance bug in Development/Release builds due to incorrect draw calls batching (uninitialized memory)
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@@ -379,9 +379,6 @@ void TextRender::Draw(RenderContext& renderContext)
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drawCall.Geometry.VertexBuffers[0] = _vb0.GetBuffer();
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drawCall.Geometry.VertexBuffers[1] = _vb1.GetBuffer();
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drawCall.Geometry.VertexBuffers[2] = _vb2.GetBuffer();
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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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drawCall.InstanceCount = 1;
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// Submit draw calls
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