# Mesh Edge render as line?

**URL:** <https://forum.babylonjs.com/t/mesh-edge-render-as-line/43267>\
**Category:** Questions\
**Created:** [August 12, 2023, 9:12am UTC](https://forum.babylonjs.com/t/mesh-edge-render-as-line/43267 "2023-08-12T09:12:50Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [August 13, 2023, 10:11pm UTC](https://forum.babylonjs.com/t/mesh-edge-render-as-line/43267/4 "2023-08-13T22:11:55Z")

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You can reuse the data created by the edge renderer to generate the lines yourself (either as a line mesh or with the thin wire plugin linked by @CodingCrusader). See this post and related PG:

> [@Create mesh from edgesRenderer](https://forum.babylonjs.com/t/create-mesh-from-edgesrenderer/16464/5):
>
> The lines are really triangles, so linesIndices gives you the indices of the 3 vertices of each triangle. Also, the triangles are degenerated in the linesPositions array: for each line between P1 and P2 you can see on screen you have in fact 4 vertices V0/V1/V2/V3 where V0=V1=P1 and V2=V3=P2 the first triangle is V0/V1/V2 and the second one is V0/V2/V3. As V0=V1 and V2=V3, those two triangles are degenerated (so if displayed “as is” you won’t see anything) It’s the shader used by the edge re…

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