For my application I don’t really need normals on vertex data, as I need to generate a whole lot of meshes and this greatly speeds up the generation process. The rendering is what I expect without those normals.
However I also need the depth peeling renderer (OIT) to work.
Those two are incompatible as of today it seems, please take a look at the PG: https://playground.babylonjs.com/#YGWH0X#1
It looks very much like a bug to me, I hope it is not a hard limitation
Ok I see, for the record I have a RTX 4070 Laptop.
I’ve read through your bug report, isn’t that strange that it involves OIT twice? When I’ve have the time I’ll dig into the shader code to see if I can pinpoint something. Until this, I will generate the vertex normals as a workaround.