message: Document a bug in glTFViewer
diff: @@ -502,6 +502,9 @@ namespace {
  }
  const MaterialInfo& material = getMaterial(iPrim.material, strides[0], strides[1], strides[2]);
  material.uniformBuffer.TransitionUsage(nxt::BufferUsageBit::TransferDst);
  + // TODO(cwallez@google.com): This is updating the uniform buffer with a device-level command
  + // but the draw is queue level command that is pipelined. This causes bad rendering for models
  + // that use the same part multiple time.
  material.uniformBuffer.SetSubData(0,
  sizeof(u_transform_block) / sizeof(uint32_t),
  reinterpret_cast<const uint32_t*>(&transforms));
  