Some meshes don't render in gridmaps while in compatibility mode #83134
Description
Godot version
v4.1.1.stable.official [bd6af8e]
System information
Windows 11 - RTX 2060, driver version 31.0.15.3699
Issue description
I have two gltf files, created in two different programs, both containing a (as best I can tell) identical white cube. Both scenes import and can be seen and used correctly in Godot and at least one other program, so I don't think there's anything wrong with those files. With each file, I have created a MeshInstance3D, as well as a MeshLibrary, which I've then used in a GridMap. In Forward+, everything works fine.
The two cubes in the front are the MeshInstance3Ds, and the two clusters in the back are the TileMaps.
The problem comes when I switch to Compatability, which I often use for game jams which prefer HTML5 builds, and for working on my older laptop.
The MeshInstance3Ds work just fine, but the GridMap created with the mesh from Crocotile disappears entirely. The gridmap still "works", ie you can and remove cubes, but none of the cubes will render at all until you switch back to Forward+.
Steps to reproduce
Open the attached project, verify that all cubes are present, switch to Compatibility, see that one GridMap stops rendering.
Activity