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  1. Hi all, I found something weird while optimizing my code: I was using InstancedMesh as much as possible, and switched all my materials to ShaderMaterial. And then boom, everything disappeared. After a bit of research, it seems instanced meshes will simply not be drawn when their source has a ShaderMaterial assigned. Playground repro: http://www.babylonjs-playground.com/#TWDEA#6 Uncomment lines 40 to 44 to see for yourself. It's actually a bit more complex than that: when you assign a shader material to it, even the source mesh disappears if it has been instantiated (?), but only if its instances are in the field of view. I'm currently looking at BJS code and ANGLE_instanced_arrays doc (the extension used for drawing instanced meshes), but I thought I'd come here to fish for ideas... FYI these are two errors I noticed in the log when this problem showed (errors not always there): drawElementsInstancedANGLE: at least one enabled attribute must have a divisor of 0glDrawElementsInstancedANGLE: attempt to draw with all attributes having non-zero divisorsThanks
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