I think that the glow effect is very important to enchance visual effect in scene. However it will produce double drawcalls, lower FPS. Babylon porvide some method, just like ‘addExcludedMesh,
addIncludedOnlyMesh, removeExcludedMesh, removeIncludedOnlyMesh’ to reduce drawcalls which can achieve the reduction, but the glow texture always in front the scene, so we get poor user experience.
Here’s an example from three.js, use FBO technology to solve it.
webgl_postprocessing_unreal_bloom_selective
Combining two render(glow and non glow) textrue before rendering, output the final textrue to screen.
I’m not sure it’s an solution for babylon.js ?