# \#rendering

**URL:** https://forum.babylonjs.com/tag/rendering/190.md

[Latest](https://forum.babylonjs.com/latest.md) · [Categories](https://forum.babylonjs.com/categories.md) · [Tags](https://forum.babylonjs.com/tags.md)

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## [Babylonjs for Authoritative Server Simulation .Net Core 10+ AoT Wasm Webview2 running almost native speed](https://forum.babylonjs.com/t/babylonjs-for-authoritative-server-simulation-net-core-10-aot-wasm-webview2-running-almost-native-speed/64155)

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**Author:** [@JjC](https://forum.babylonjs.com/u/JjC)\
**Replies:** 3\
**Last updated:** [September 26, 2026, 2:20pm UTC](https://forum.babylonjs.com/t/babylonjs-for-authoritative-server-simulation-net-core-10-aot-wasm-webview2-running-almost-native-speed/64155 "2026-09-26T14:20:22Z")

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Bonobo-Bepuphysics2-Demos Why other physic engine and not the plugin Havok? :slight\_smile: A: Future authoritative server simulation with server physic engine in .NET Core 10+… but wait… we can still using Havok or o…

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## [Babylon-thin-instance-outline — outline a single thin-instance (the case HighlightLayer / EdgesRenderer can't)](https://forum.babylonjs.com/t/babylon-thin-instance-outline-outline-a-single-thin-instance-the-case-highlightlayer-edgesrenderer-cant/63794)

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**Author:** [@increasinglyHuman](https://forum.babylonjs.com/u/increasinglyHuman)\
**Replies:** 2\
**Last updated:** [July 17, 2026, 2:17pm UTC](https://forum.babylonjs.com/t/babylon-thin-instance-outline-outline-a-single-thin-instance-the-case-highlightlayer-edgesrenderer-cant/63794 "2026-07-17T14:17:10Z")

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The demo for the lib Running inside my alpha game project. I ran into a snag on my project and so i did a thing to resolve it. thought it worth sharing. Thin instances are perfect for high-volume repeated geo…

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## [Houdini Vertex Animation Textures (VAT 3.0) for WGSL](https://forum.babylonjs.com/t/houdini-vertex-animation-textures-vat-3-0-for-wgsl/63640)

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**Author:** [@rdurnin](https://forum.babylonjs.com/u/rdurnin)\
**Replies:** 10\
**Last updated:** [July 6, 2026, 12:26pm UTC](https://forum.babylonjs.com/t/houdini-vertex-animation-textures-vat-3-0-for-wgsl/63640 "2026-07-06T12:26:13Z")

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Hey guys, and I wanted to share a module I have been working on which ports SideFX Houdini’s VAT 3.0 tools to WGSL. Below are some notes, a link to a repository with the code, and a playground to try out some assets gene…

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## [Mesh outline depth calculation failure](https://forum.babylonjs.com/t/mesh-outline-depth-calculation-failure/62913)

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**Author:** [@izzydesigns](https://forum.babylonjs.com/u/izzydesigns)\
**Replies:** 4\
**Last updated:** [March 25, 2026, 12:50pm UTC](https://forum.babylonjs.com/t/mesh-outline-depth-calculation-failure/62913 "2026-03-25T12:50:18Z")

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Hello! I’m having a depth calculation issue when using the mesh outline feature. I notice the edge of outlines on meshes often shows through walls when the occluded mesh with an outline enabled is viewed at a steep angle…

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## [In XR with a refraction texture and multiview enabled, the scene only renders scene.clearColor](https://forum.babylonjs.com/t/in-xr-with-a-refraction-texture-and-multiview-enabled-the-scene-only-renders-scene-clearcolor/60450)

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**Author:** [@hmallen99](https://forum.babylonjs.com/u/hmallen99)\
**Replies:** 18\
**Last updated:** [February 11, 2026, 2:59pm UTC](https://forum.babylonjs.com/t/in-xr-with-a-refraction-texture-and-multiview-enabled-the-scene-only-renders-scene-clearcolor/60450 "2026-02-11T14:59:57Z")

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Hi folks, I’m noticing a bug on Quest 3 that reproduces in v8.24.1 onwards. In this playground, I’ve created a minimal scenario where the scene does not render correctly with multiview enabled in WebXR: https://playgrou…

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## [Is this an expected transparency issue?](https://forum.babylonjs.com/t/is-this-an-expected-transparency-issue/62191)

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**Author:** [@Joe\_Kerr](https://forum.babylonjs.com/u/Joe_Kerr)\
**Replies:** 1\
**Last updated:** [January 22, 2026, 6:52pm UTC](https://forum.babylonjs.com/t/is-this-an-expected-transparency-issue/62191 "2026-01-22T18:52:27Z")

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Hi everyone, Please have a look at this: In the screenshot, the top of the tower (horizontal logs) is one mesh\*\*. In the entire scene, there is not a single alpha value below 1. The moment I set “transparency mode…

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## [Problems with generating game character portraits (using screenshots, separate canvas)](https://forum.babylonjs.com/t/problems-with-generating-game-character-portraits-using-screenshots-separate-canvas/61965)

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**Author:** [@Panuchka](https://forum.babylonjs.com/u/Panuchka)\
**Replies:** 6\
**Last updated:** [January 2, 2026, 4:16pm UTC](https://forum.babylonjs.com/t/problems-with-generating-game-character-portraits-using-screenshots-separate-canvas/61965 "2026-01-02T16:16:44Z")

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Hi everyone! I’m trying to create a portrait image of the character of my game using a separate camera, but I have some issues that I’m not sure how to resolve! This is supposed to be kind of like your profile image. …

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## [(babylonjs editor) editor rendering controlled through scene independently to main camera rendering](https://forum.babylonjs.com/t/babylonjs-editor-editor-rendering-controlled-through-scene-independently-to-main-camera-rendering/61423)

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**Author:** [@Wellandr](https://forum.babylonjs.com/u/Wellandr)\
**Replies:** 4\
**Last updated:** [November 17, 2025, 9:08pm UTC](https://forum.babylonjs.com/t/babylonjs-editor-editor-rendering-controlled-through-scene-independently-to-main-camera-rendering/61423 "2025-11-17T21:08:58Z")

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Hello guys, This might be both UX and dev, but I found out after some facepalming that : The render settings (activating it, adding bloom) in the scene only apply to the active camera. Ideal behavior : adding graph…

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## [Thin instances visibility and optimization](https://forum.babylonjs.com/t/thin-instances-visibility-and-optimization/61237)

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**Author:** [@pietrko](https://forum.babylonjs.com/u/pietrko)\
**Replies:** 6\
**Last updated:** [November 3, 2025, 9:32am UTC](https://forum.babylonjs.com/t/thin-instances-visibility-and-optimization/61237 "2025-11-03T09:32:21Z")

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I am rendering hundreds of thousands of the thin instances. The documentation tells that all thin instances are rendered or None. What kind of test is being made to determine that? From looking at my trees it seems tha…

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## [Issues with rendering order for multiple Gaussian Splatting files](https://forum.babylonjs.com/t/issues-with-rendering-order-for-multiple-gaussian-splatting-files/60572)

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**Author:** [@Zenith004](https://forum.babylonjs.com/u/Zenith004)\
**Replies:** 8\
**Last updated:** [September 22, 2025, 1:24pm UTC](https://forum.babylonjs.com/t/issues-with-rendering-order-for-multiple-gaussian-splatting-files/60572 "2025-09-22T13:24:25Z")

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I am loading multiple gaussian splatting (.splat) files to my code and trying to render them as a single scene. The rendering order is a bit weird. It first renders all the splats from the file which has the nearest spla…

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## [Engine.\_measureFps called on skipFrameRender = true](https://forum.babylonjs.com/t/engine-measurefps-called-on-skipframerender-true/60456)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 4\
**Last updated:** [September 12, 2025, 12:16am UTC](https://forum.babylonjs.com/t/engine-measurefps-called-on-skipframerender-true/60456 "2025-09-12T00:16:39Z")

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Engine: WebGL2 Version: 8.26.2 Steps to reproduce: Open playground https://playground.babylonjs.com/#QA1MAG#1 Click “Enable Rendering” checkbox at right-top Watch the “Last \_measureFps called” div Expected: It does …

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## [Transmission PBR material with CSS gradient background – best low-overhead solution?](https://forum.babylonjs.com/t/transmission-pbr-material-with-css-gradient-background-best-low-overhead-solution/60027)

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**Author:** [@tawibox](https://forum.babylonjs.com/u/tawibox)\
**Replies:** 5\
**Last updated:** [August 20, 2025, 6:21pm UTC](https://forum.babylonjs.com/t/transmission-pbr-material-with-css-gradient-background-best-low-overhead-solution/60027 "2025-08-20T18:21:02Z")

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Hey folks, I’m using a customized CSS gradient as the canvas background (outside Babylon.js) to minimize GPU overhead for a mobile web app. However, I’ve run into an issue: when using PBR materials with transmission, th…

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## [A great outline thread/problem](https://forum.babylonjs.com/t/a-great-outline-thread-problem/58082)

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**Author:** [@Panuchka](https://forum.babylonjs.com/u/Panuchka)\
**Replies:** 32\
**Last updated:** [July 17, 2025, 10:24am UTC](https://forum.babylonjs.com/t/a-great-outline-thread-problem/58082 "2025-07-17T10:24:16Z")

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Hi everyone! I am currently using a cheap custom made outline for my game models, inspired by this Unity tutorial, and you can see it here in the NME. It looks like this in action and it basically works with just inspe…

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## [About PainterSortCompare method](https://forum.babylonjs.com/t/about-paintersortcompare-method/42248)

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**Author:** [@KevinWu](https://forum.babylonjs.com/u/KevinWu)\
**Replies:** 3\
**Last updated:** [July 3, 2025, 11:18am UTC](https://forum.babylonjs.com/t/about-paintersortcompare-method/42248 "2025-07-03T11:18:34Z")

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// packages/dev/core/src/Rendering/renderingGroup.ts public static PainterSortCompare(a: SubMesh, b: SubMesh): number { const meshA = a.getMesh(); const meshB = b.getMesh(); if (meshA.mat…

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## [Misusing the rendering pipeline](https://forum.babylonjs.com/t/misusing-the-rendering-pipeline/58701)

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**Author:** [@RainerHeintzmann](https://forum.babylonjs.com/u/RainerHeintzmann)\
**Replies:** 2\
**Last updated:** [May 28, 2025, 12:40pm UTC](https://forum.babylonjs.com/t/misusing-the-rendering-pipeline/58701 "2025-05-28T12:40:14Z")

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I have some code, which emulated a physics-based refraction texture via a bunch of virtual cameras randering to a Skybox target texture attached to the lens. For this I was making a ReflectionProbe: let lensTexture = n…

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## [Questions about interior design rendering](https://forum.babylonjs.com/t/questions-about-interior-design-rendering/56947)

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**Author:** [@Narisong](https://forum.babylonjs.com/u/Narisong)\
**Replies:** 10\
**Last updated:** [May 13, 2025, 10:53am UTC](https://forum.babylonjs.com/t/questions-about-interior-design-rendering/56947 "2025-05-13T10:53:36Z")

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Hi everyone, This is my first time posting in the community, and I hope to receive your guidance and support. I am a beginner in Babylon.js, and I was initially inspired by this example: 3D Cabinet Designer. I wanted to…

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## [SSAO2 issue: "flat 2d" render result instead 3d AO](https://forum.babylonjs.com/t/ssao2-issue-flat-2d-render-result-instead-3d-ao/58071)

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**Author:** [@tawibox](https://forum.babylonjs.com/u/tawibox)\
**Replies:** 7\
**Last updated:** [April 27, 2025, 5:58pm UTC](https://forum.babylonjs.com/t/ssao2-issue-flat-2d-render-result-instead-3d-ao/58071 "2025-04-27T17:58:20Z")

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Hey community: Ran into a strange render artifacts with SSAO2 pipeline: The pipeline was successfully applied to the scene but it’s not picking up the correct 3d depth info. I am trying to turn on SSAO2 pipeline u…

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## [Why Do Three.js Demos Often Look More Visually Impressive Than Babylon.js?](https://forum.babylonjs.com/t/why-do-three-js-demos-often-look-more-visually-impressive-than-babylon-js/57974)

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**Author:** [@mmhosein.hp](https://forum.babylonjs.com/u/mmhosein.hp)\
**Replies:** 6\
**Last updated:** [April 24, 2025, 5:30am UTC](https://forum.babylonjs.com/t/why-do-three-js-demos-often-look-more-visually-impressive-than-babylon-js/57974 "2025-04-24T05:30:45Z")

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Hi everyone, I’ve been exploring both Three.js and Babylon.js for WebGL development. While I understand both engines are powerful and capable, I’ve noticed that many Three.js demos (especially on websites like threejs.o…

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## [How to use babylon.js and Three.js to merge rendering](https://forum.babylonjs.com/t/how-to-use-babylon-js-and-three-js-to-merge-rendering/57785)

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**Author:** [@WREQI](https://forum.babylonjs.com/u/WREQI)\
**Replies:** 5\
**Last updated:** [April 16, 2025, 7:25am UTC](https://forum.babylonjs.com/t/how-to-use-babylon-js-and-three-js-to-merge-rendering/57785 "2025-04-16T07:25:18Z")

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In the past two years, my projects have been developed based on Three.js, and a large number of functional projects have become increasingly large. Due to the lack of support for fluid rendering in Three.js, development …

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## [Path traced light mapper / baker](https://forum.babylonjs.com/t/path-traced-light-mapper-baker/52401)

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**Author:** [@Reuben\_Carter](https://forum.babylonjs.com/u/Reuben_Carter)\
**Replies:** 18\
**Last updated:** [April 9, 2025, 9:00am UTC](https://forum.babylonjs.com/t/path-traced-light-mapper-baker/52401 "2025-04-09T09:00:24Z")

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Hey all, I’ve been working on a Light Mapper for Web3D / BabylonJS, it’s still a work in progress but the basics are there. I’ll be adding to it over the next few months. Obligatory Cornell Box Light map generated …

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## [NodeMaterial incorrect renderingorder of transparent meshes](https://forum.babylonjs.com/t/nodematerial-incorrect-renderingorder-of-transparent-meshes/41585)

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**Author:** [@Jannick](https://forum.babylonjs.com/u/Jannick)\
**Replies:** 9\
**Last updated:** [April 1, 2025, 9:44am UTC](https://forum.babylonjs.com/t/nodematerial-incorrect-renderingorder-of-transparent-meshes/41585 "2025-04-01T09:44:04Z")

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Hello! Hope you are doing great! It might be that I’ve overlooked something, but I simply cannot get the rendering order of transparent meshes to work with NodeMaterials. PG: The “Sun” is a lot further behind the clo…

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## [RTT with shader material not rendered on first frame](https://forum.babylonjs.com/t/rtt-with-shader-material-not-rendered-on-first-frame/56735)

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**Author:** [@noname0310](https://forum.babylonjs.com/u/noname0310)\
**Replies:** 7\
**Last updated:** [February 24, 2025, 2:31pm UTC](https://forum.babylonjs.com/t/rtt-with-shader-material-not-rendered-on-first-frame/56735 "2025-02-24T14:31:05Z")

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I’m working on using a custom shader to perform certain computation on an RTT and then read the RTT to see the result of the computation. I understand that I basically have to wait for the shader to compile before the m…

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## [DepthRenderer: effect not cached](https://forum.babylonjs.com/t/depthrenderer-effect-not-cached/56092)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 2\
**Last updated:** [January 22, 2025, 12:25am UTC](https://forum.babylonjs.com/t/depthrenderer-effect-not-cached/56092 "2025-01-22T00:25:11Z")

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Background Version: git master and 7.44.0 Browser: any Engine: any Playground: Babylon.js Playground Desc In DepthRenderer, effects are expected to be cached, not rebuilt every frame, to save performance. Actual As…

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## [How to render UV on a canvas?](https://forum.babylonjs.com/t/how-to-render-uv-on-a-canvas/55595)

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**Author:** [@simon](https://forum.babylonjs.com/u/simon)\
**Replies:** 7\
**Last updated:** [December 27, 2024, 2:49pm UTC](https://forum.babylonjs.com/t/how-to-render-uv-on-a-canvas/55595 "2024-12-27T14:49:22Z")

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Hello! Just want to ask what approach to use to render UV at canvas. I tried straight way (just got all the triangles from UV Vertex Data and render them on a canvas) but I got a performance bottleneck in case of comple…

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## [GlowLayer Inclusive and Exclusive Methods](https://forum.babylonjs.com/t/glowlayer-inclusive-and-exclusive-methods/55445)

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**Author:** [@rdurnin](https://forum.babylonjs.com/u/rdurnin)\
**Replies:** 8\
**Last updated:** [December 19, 2024, 10:20am UTC](https://forum.babylonjs.com/t/glowlayer-inclusive-and-exclusive-methods/55445 "2024-12-19T10:20:12Z")

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Hello, and I have been looking to reduce the overhead of enabling glow in the scene by controlling the list of meshes which are included or excluded from the list of meshes attached to the GlowLayer (as described here). …

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## [NodeMaterial with custom vertex shader](https://forum.babylonjs.com/t/nodematerial-with-custom-vertex-shader/55362)

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**Author:** [@rdurnin](https://forum.babylonjs.com/u/rdurnin)\
**Replies:** 2\
**Last updated:** [December 14, 2024, 11:35am UTC](https://forum.babylonjs.com/t/nodematerial-with-custom-vertex-shader/55362 "2024-12-14T11:35:34Z")

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Hello, and I have been looking for resources on how to use a NodeMaterial (created using NME) with a custom vertex shader (written using GLSL). Specifically, if I am able to use the two together and which attributes/vary…

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## [How to render polygons made by Babylonjs in geographical coordinates such as cesium](https://forum.babylonjs.com/t/how-to-render-polygons-made-by-babylonjs-in-geographical-coordinates-such-as-cesium/55173)

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**Author:** [@deet\_dev](https://forum.babylonjs.com/u/deet_dev)\
**Replies:** 3\
**Last updated:** [December 5, 2024, 12:47am UTC](https://forum.babylonjs.com/t/how-to-render-polygons-made-by-babylonjs-in-geographical-coordinates-such-as-cesium/55173 "2024-12-05T00:47:23Z")

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Hello, babylon community I’m a novice developer who just started 3D programming. We are currently working on a project to model ships and render them on a geographical coordinate system in cesium, or unity. If the shi…

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## [Building AreaLights in BabylonJS (Paid)](https://forum.babylonjs.com/t/building-arealights-in-babylonjs-paid/37237)

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**Author:** [@ivomc](https://forum.babylonjs.com/u/ivomc)\
**Replies:** 9\
**Last updated:** [December 4, 2024, 11:22pm UTC](https://forum.babylonjs.com/t/building-arealights-in-babylonjs-paid/37237 "2024-12-04T23:22:21Z")

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We are looking to create realistic lighting setups using BabylonJS (PBR), and are currently missing the implementation of AreaLights. We are looking for someone to build this feature for us (paid) with the following requ…

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## [Material Plugin asynchronous wgsl code loading support](https://forum.babylonjs.com/t/material-plugin-asynchronous-wgsl-code-loading-support/52600)

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**Author:** [@noname0310](https://forum.babylonjs.com/u/noname0310)\
**Replies:** 4\
**Last updated:** [December 2, 2024, 5:30pm UTC](https://forum.babylonjs.com/t/material-plugin-asynchronous-wgsl-code-loading-support/52600 "2024-12-02T17:30:33Z")

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Recently, wgsl shader support was added for PBRMaterial and StandardMaterial, and materials are now loading shader source at runtime via async import. Using async imports in this way allows the browser to download onl…

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## [Batched or Instanced BoundingBoxRenderer](https://forum.babylonjs.com/t/batched-or-instanced-boundingboxrenderer/54977)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 13\
**Last updated:** [November 29, 2024, 2:37am UTC](https://forum.babylonjs.com/t/batched-or-instanced-boundingboxrenderer/54977 "2024-11-29T02:37:19Z")

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Version: git master (73ab4d6) Status Merged and released 7.37.2, latest example here: https://playground.babylonjs.com/#NRNVQA#2 Background Currently in BoundingBoxRenderer, it renders in a loop, calling engine.drawEle…

[Next page](https://forum.babylonjs.com/tag/rendering/190.md?match_all_tags=true&page=1&tags%5B%5D=rendering)
