In my game I am doing something like this in order to draw multiple rectangles using a single Mesh instance (in different destinations of course, but I deleted that code for brevity):
graphics::draw(
ctx,
quad_ctx,
&self.my_mesh,
graphics::DrawParam::default(),
)
.unwrap();
graphics::draw(
ctx,
quad_ctx,
&self.my_mesh,
graphics::DrawParam::default(),
)
.unwrap();
This works fine on Linux (Ubuntu 22.04)

However when running the same code on Windows it looks like this:

I don't know what the issue is, but it seems only one (the last) out of three rectangles got drawn.
Also there were similar issues with drawing text, where text from one draw call got mixed up with another, but I fixed that by using the queue_text function.
In my game I am doing something like this in order to draw multiple rectangles using a single
Meshinstance (in different destinations of course, but I deleted that code for brevity):This works fine on Linux (Ubuntu 22.04)

However when running the same code on Windows it looks like this:

I don't know what the issue is, but it seems only one (the last) out of three rectangles got drawn.
Also there were similar issues with drawing text, where text from one draw call got mixed up with another, but I fixed that by using the
queue_textfunction.