
1519.5 Caches
9.5 Caches
Babylon.js contains many dierent caching systems. ese systems are intended to reduce
overhead implied by recreating or resetting something already done. rough our testing,
we identied several places where caching could be useful:
• World matrices computation
• WebGL states
• Textures
• Programs
• Uniforms
9.5.1 World Matrices
World matrices are computed per mesh in order to get the current position/orientation/
scaling. ese matrices not only depend on the mesh itself but also on the hierarchy.
Before rendering a mesh, we have to compute this specic matrix. Instead of computing
it on every frame, we decided to cache ...