# Problems with getWorldMatrix - positions not updated

**URL:** <https://forum.babylonjs.com/t/problems-with-getworldmatrix-positions-not-updated/11665>\
**Category:** Questions\
**Created:** [June 13, 2020, 2:27pm UTC](https://forum.babylonjs.com/t/problems-with-getworldmatrix-positions-not-updated/11665 "2020-06-13T14:27:23Z")\
**Posts on this page:** 1\
**Showing post:** 4

<div class="post-metadata">

**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:** [June 13, 2020, 3:23pm UTC](https://forum.babylonjs.com/t/problems-with-getworldmatrix-positions-not-updated/11665/4 "2020-06-13T15:23:34Z")

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Note that `getWorldMatrix` does not take any parameter, so `getWorldMatrix(true)` won’t force a recomputation: pass `true` to `computeWorldMatrix` to force a recomputation.

However, you should not need to force recomputation if you call `computeWorldMatrix()` for all meshes: the recomputation will be automatically done if it has to be. Still, try to pass `true` to it and see what happens.

The `Scene._evaluateActiveMeshes` function, which is responsible for finding the meshes to display and is called by `Scene.render` =\> `Scene._renderForCamera` is simply looping through the meshes and doing:

```auto
mesh.computeWorldMatrix();

```

to update the world matrix of all meshes. So, if you are doing the same you should get the same result.

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