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It seems that in the WebGPU Renderer, the mesh's transformation matrix isn't being correctly uploaded to the GPU, whereas everything works perfectly fine in WebGL.
I'm working on a 3D software with a transformation component that exhibits strange behavior when its position changes. This component belongs to a Group containing multiple Meshes, and sometimes certain child Meshes don't update their positions correctly when the Group moves. I suspect the issue might be related to the matrix not being properly written to the GPU buffer, as this happens with noticeable frequency. However, the same code has never shown this problem in the WebGL renderer. The codebase is quite large, and I'm struggling to identify the minimal code snippet that could reproduce this issue.