That’s odd. I did something similar and didn’t see any shaders being compiled. This is a probably a bug if you have compileMaterials already set on the glTF loader.
I had several use cases where I would adjust material properties after loading the GLTFs which would trigger a shader recompilation, which I wanted to perform in advance. And I could do the same thing for creating meshes dynamically, for example via BABYLON.MeshBuilder.CreatePlane
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Ahh, if you modify the material after load, then that’s different. You may consider calling material.forceCompilationAsync instead of Mesh.isReady
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Cross-linking another thread with some other info on this topic, in case anyone else stumbles onto this: