# WebGPU StandardMaterial doesn't recognize pointSize

**URL:** <https://forum.babylonjs.com/t/webgpu-standardmaterial-doesnt-recognize-pointsize/56212>\
**Category:** Feature requests\
**Tags:** material, webgpu, point-cloud\
**Created:** [January 26, 2025, 4:39pm UTC](https://forum.babylonjs.com/t/webgpu-standardmaterial-doesnt-recognize-pointsize/56212 "2025-01-26T16:39:51Z")\
**Posts on this page:** 1\
**Showing post:** 9

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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:** [February 5, 2025, 9:52am UTC](https://forum.babylonjs.com/t/webgpu-standardmaterial-doesnt-recognize-pointsize/56212/9 "2025-02-05T09:52:36Z")

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Yes, a quad is drawn as two triangles. You can use non-indexed triangles in Babylon by calling `Mesh.convertToUnIndexedMesh`. This way, you will get the vertex index thanks to `gl_VertexID` in glsl (equivalent to `vertex_index` in WebGPU) and use it to retrieve the extent of the particle for this vertex.

You can implement it like this:

> **[Babylon.js Playground](https://playground.babylonjs.com/#VPS0OV%234)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL and WebGPU 3D scenes

You have to create a position vertex buffer to replace the existing vertex buffer of the ground, because this buffer must be flagged as “instanced”, meaning each entry of the buffer is used for one instance of the quad (this position buffer gives the position of each particle).

You also have to set `ground.subMeshes[0].verticesCount = 6` to indicate that the quad geometry is made of 6 vertices (2 triangles), because by default `SubMesh.verticesCount` is set to the number of entries in the position buffer (1000 in the PG).

Lastly, you have to indicate that the ground mesh must be drawn as an instanced geometry, by setting a value to `forcedInstanceCount`, which is the number of instances you want to draw (here, the number of particles).

> [@HiGreg](#):
>
> I apologize if I’m just wasting your time here.

Not at all, it’s an interesting subject to discuss!

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