fix: glTF instancing when loaded via buffer
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@@ -48,7 +48,7 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE int SceneManager_removeFromScene(TSceneManager *tSceneManager, EntityId entity);
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EMSCRIPTEN_KEEPALIVE void SceneManager_transformToUnitCube(TSceneManager *sceneManager, EntityId asset);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlbFromBuffer(TSceneManager *tSceneManager, const uint8_t *const, size_t length, bool keepData, int priority, int layer, bool loadResourcesAsync);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlbFromBuffer(TSceneManager *tSceneManager, const uint8_t *const, size_t length, int numInstances, bool keepData, int priority, int layer, bool loadResourcesAsync);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlb(TSceneManager *sceneManager, const char *assetPath, int numInstances, bool keepData);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGltf(TSceneManager *sceneManager, const char *assetPath, const char *relativePath, bool keepData);
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@@ -42,6 +42,7 @@ namespace thermion
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_materialInstances(materialInstances),
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_materialInstanceCount(materialInstanceCount)
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{
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TRACE("Created GltfSceneAsset with %d reserved instances", asset->getAssetInstanceCount());
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}
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~GltfSceneAsset();
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