Made MeshRenderer able to take a matrix transform for each mesh, and we are now able to draw 100 cubes.
Claude OPus helpes with implementation
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@@ -4,6 +4,7 @@
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cbuffer RootConstants : register(b0, space0)
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{
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row_major float4x4 ViewProjection;
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row_major float4x4 Model;
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uint BufferIndex;
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uint TextureIndex;
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uint VertexOffset; // Base vertex for indexed drawing with bindless buffers
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