fix: glTF instancing when loaded via buffer
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@@ -57,10 +57,10 @@ extern "C"
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}
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlbFromBuffer(TSceneManager *tSceneManager, const uint8_t *const data, 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 data, size_t length, int numInstances, bool keepData, int priority, int layer, bool loadResourcesAsync)
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{
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auto *sceneManager = reinterpret_cast<SceneManager *>(tSceneManager);
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auto *asset = sceneManager->loadGlbFromBuffer((const uint8_t *)data, length, 1, keepData, priority, layer, loadResourcesAsync);
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auto *asset = sceneManager->loadGlbFromBuffer((const uint8_t *)data, length, numInstances, keepData, priority, layer, loadResourcesAsync);
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return reinterpret_cast<TSceneAsset *>(asset);
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}
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@@ -495,7 +495,7 @@ extern "C"
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std::packaged_task<void()> lambda(
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[=]() mutable
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{
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auto *asset = SceneManager_loadGlbFromBuffer(sceneManager, data, length, keepData, priority, layer, loadResourcesAsync);
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auto *asset = SceneManager_loadGlbFromBuffer(sceneManager, data, length, numInstances, keepData, priority, layer, loadResourcesAsync);
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callback(asset);
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});
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auto fut = _rl->add_task(lambda);
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