Get visible meshes. Octree?

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I wonder what is the best way to get only these meshes which are visible by camera at the moment.

I know there is octree implementation in babylon, but Im not sure how to use it.

I've seen this

but still have problems to make it work.


If someone could explain (write a piece of code or pseudo code) how to make it.

Lets say I have 5 cubes on my scene and a free camera.

I would like to have a function that would return meshes which are visible in a viewport of my camera.


Thank you,



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Hello, I came by to that post. The functions are usefull but are not precise enough to know if a mesh is drawed or occuled.

At least not with my tests.

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You can also build your own array with camera.isInFrustum(mesh)

var meshesInFrustum = [];

function updateFrustum(){

  meshesInFrustum.length = 0;

  for(var i = 0, length = scene.meshes.length; i < length; i++){
    var mesh = scene.meshes[i];
    if( mesh && mesh.isVisible && camera.isInFrustum(mesh) )




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That's a cool solution !

Thanks !


I just tested and that still don't take into account if a mesh is occuling another.

I'm looking for a different way to solve my issue by checking if a mesh is facing the current camera to do what I want.

Edited by Gil
I tested the code

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