I pulled the example code from the website and the shaders from GitHub and I get one red square with 2 blue squares orbiting it. No other instanced squares. In searching for previous answers, I saw some say to add shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform"); after the shader is loaded. When I tried that, no squares were drawn at all.
Also the shaders are loaded correctly.
Logs:
INFO: Initializing raylib 5.5
INFO: Platform backend: DESKTOP (GLFW)
INFO: Supported raylib modules:
INFO: > rcore:..... loaded (mandatory)
INFO: > rlgl:...... loaded (mandatory)
INFO: > rshapes:... loaded (optional)
INFO: > rtextures:. loaded (optional)
INFO: > rtext:..... loaded (optional)
INFO: > rmodels:... loaded (optional)
INFO: > raudio:.... loaded (optional)
WARNING: GLFW: Error: 65548 Description: Wayland: The platform does not provide the window position
INFO: DISPLAY: Device initialized successfully
INFO: > Display size: 3440 x 1440
INFO: > Screen size: 800 x 450
INFO: > Render size: 800 x 450
INFO: > Viewport offsets: 0, 0
WARNING: GLFW: Error: 65548 Description: Wayland: The platform does not support setting the window position
INFO: GLAD: OpenGL extensions loaded successfully
INFO: GL: Supported extensions count: 397
INFO: GL: OpenGL device information:
INFO: > Vendor: NVIDIA Corporation
INFO: > Renderer: NVIDIA GeForce RTX 3080/PCIe/SSE2
INFO: > Version: 3.3.0 NVIDIA 570.86.16
INFO: > GLSL: 3.30 NVIDIA via Cg compiler
INFO: GL: VAO extension detected, VAO functions loaded successfully
INFO: GL: NPOT textures extension detected, full NPOT textures supported
INFO: GL: DXT compressed textures supported
INFO: GL: ETC2/EAC compressed textures supported
INFO: PLATFORM: DESKTOP (GLFW - Wayland): Initialized successfully
INFO: TEXTURE: [ID 1] Texture loaded successfully (1x1 | R8G8B8A8 | 1 mipmaps)
INFO: TEXTURE: [ID 1] Default texture loaded successfully
INFO: SHADER: [ID 1] Vertex shader compiled successfully
INFO: SHADER: [ID 2] Fragment shader compiled successfully
INFO: SHADER: [ID 3] Program shader loaded successfully
INFO: SHADER: [ID 3] Default shader loaded successfully
INFO: RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)
INFO: RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)
INFO: RLGL: Default OpenGL state initialized successfully
INFO: TEXTURE: [ID 2] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps)
INFO: FONT: Default font loaded successfully (224 glyphs)
INFO: SYSTEM: Working Directory: /home/onion/Repos/cell-sim/cmake-build-debug/cell_sim
INFO: VAO: [ID 2] Mesh uploaded successfully to VRAM (GPU)
INFO: FILEIO: [../data/shaders/lighting.vs] Text file loaded successfully
INFO: FILEIO: [../data/shaders/lighting.fs] Text file loaded successfully
INFO: SHADER: [ID 4] Vertex shader compiled successfully
INFO: SHADER: [ID 5] Fragment shader compiled successfully
INFO: SHADER: [ID 6] Program shader loaded successfully
INFO: TIMER: Target time per frame: 16.667 milliseconds