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I have figured it out. For anyone else who has a similar issue: the problem is wgpu cannot create "skip" a bindgroup. In my case, bindgroup 0 is used for the vertex data, and bindgroup 2 is used for the mesh uniform data. wgpu doesn't like this as bindgroup 1 is unused. So to make it work, I am now using bindgroup 1 for a PBR material uniform (which I was already planning on doing since I want PBR lighting on my mesh instances).

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@DavidHospital
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@EmiOnGit
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A-Rendering Drawing game state to the screen
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