Hi, I found a case where certain kinds of thin instance creation causes range errors in WebGL (or in babylon, if various operations are done afterwards).
The trigger seems to be:
- Start with a source mesh,
- Make two clones of the mesh
- Add thin instances to one clone
- Add thin instances to the other clone, using a smaller matrixBuffer than in step (3)
Here is a reproducing playground. The code for step (4) is commented out at the end; uncomment that code to see the WebGL errors.