I'm trying to implement mesh instancing with a 3D glTF model. I've re-used the example code and managed to draw the models, but they appear white. I discovered that glTF models use their own shaders to draw materials, and I'm unsure how to combine my instancing shader with the model's shader without overwriting it.
I also came across an extension named "mesh_gpu_instancing" for glTF that can add mesh instancing support to the model's original shader. However, I'm not sure if I can pass the necessary data to this extension using the raylib DrawMeshInstanced() function.
I would appreciate any help on how to properly implement mesh instancing with glTF models in raylib. Specifically, I need help with the following:
How can I combine my instancing shader with the glTF model's shader to achieve the desired rendering while preserving the model's materials?
If it's not possible maybe I could use the "mesh_gpu_instancing" extension in glTF model with raylib's DrawMeshInstanced() function? If so, how can I pass the required data to the extension?