I ran into a problem where mesh shading becomes messed up after loading in many meshes (about 8 of them, each from 40MB embedded GLTF file). Here’s a sample image of how it messes up versus the expected behavior:
This happens after the camera is manipulated to go past the meshes AND if I have 8+ of these meshes loaded. Some shader starts to break as the camera moves around the scene (no collision check for these assets). Is that just a hardware problem like a memory/buffer overflow, or is that a fixable bug?
It might have been a bug in my own code (the highlight layer especially), but just wanted to check if its a known problem with other ppl too.