### Description

After adding the mesh of the gltf model to THREE.InstancedMesh, I modified the scaling, and the rendered effect seems to have lost some vertices

### Reproduction steps

- Adding custom layers using mapboxgl
- Load the model using three gltfloader in the mapboxgl custom layer
- Adding gltf mesh using THREE.InstancedMesh

### Code

```
loader.load(
"https://threejs.org/examples/models/gltf/Flower/Flower.glb",
function (gltf) {
const p = projectToWorld(origin);
const model = gltf.scene;
const _stemMesh = model.getObjectByName("Stem");
const _blossomMesh = model.getObjectByName("Blossom");
const stemGeometry = _stemMesh.geometry.clone();
const blossomGeometry = _blossomMesh.geometry.clone();
const stemMaterial = _stemMesh.material;
const blossomMaterial = _blossomMesh.material;
const stemMesh = new THREE.InstancedMesh(
stemGeometry,
stemMaterial,
1
);
const blossomMesh = new THREE.InstancedMesh(
blossomGeometry,
blossomMaterial,
1
);
stemMesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
blossomMesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
const defaultTransform = new THREE.Matrix4()
.makeRotationX(Math.PI)
.multiply(new THREE.Matrix4().makeScale(1, 1, 1));
stemGeometry.applyMatrix4(defaultTransform);
blossomGeometry.applyMatrix4(defaultTransform);
stemMesh.instanceMatrix.needsUpdate = true;
blossomMesh.instanceMatrix.needsUpdate = true;
const dummy = new THREE.Object3D();
let pos = projectToWorld([118.61113, 32.06318, 0]);
for (let i = 0; i < 1; i++) {
dummy.position.copy(pos);
dummy.scale.set(10, 10, 10);
// dummy.scale.set(100, 100, 100);
dummy.updateMatrix();
stemMesh.setMatrixAt(i, dummy.matrix);
blossomMesh.setMatrixAt(i, dummy.matrix);
}
const group = new THREE.Group();
group.add(stemMesh);
group.add(blossomMesh);
world.add(group);
map.triggerRepaint(); }
);
```

### Live example

### Screenshots

normal

abnormal

### Version

all