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This has been working fine for me until I have added some other meshes that have a transform.
It seems that now when some culling of these new meshes that have a transform occurs, my instanced data seems to pop to a new location.
My hunch is that the transform is not being reset when rending the instanced data, so gets a random transform from some other mesh.
How can I fix this?
I'm new to bevy so now sure how the shader instancing example even works.
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I have copied the bevy shader instancing example (https://github.com/bevyengine/bevy/blob/main/examples/shader/shader_instancing.rs) and placed it in my project (https://github.com/bit-shift-io/rust-verlet)
This has been working fine for me until I have added some other meshes that have a transform.
It seems that now when some culling of these new meshes that have a transform occurs, my instanced data seems to pop to a new location.
My hunch is that the transform is not being reset when rending the instanced data, so gets a random transform from some other mesh.
How can I fix this?
I'm new to bevy so now sure how the shader instancing example even works.
I have the shader instancing code is setup here:
https://github.com/bit-shift-io/rust-verlet/blob/main/src/bevy/main_bevy.rs
I update the instance positions in this file: https://github.com/bit-shift-io/rust-verlet/blob/main/src/bevy/car_scene.rs
In this file I spawn the other meshes: https://github.com/bit-shift-io/rust-verlet/blob/main/src/level/level_blocks/straight_level_block.rs
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