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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@@ -19,7 +19,7 @@ Output main(uint vertexIndex : SV_VertexID)
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float4 col = asfloat(buffer.Load4(offset + 12));
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//output.Position = float4(pos, 1.0f);
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output.Position = mul(ViewProjection, float4(pos, 1.0f));
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output.Position = mul(ViewProjection, mul(Model, float4(pos, 1.0f)));
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output.Color = col;
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return output;
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}
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