# From I3dm to EXT\_mesh\_gpu\_instancing?

**URL:** <https://community.cesium.com/t/from-i3dm-to-ext-mesh-gpu-instancing/19731>\
**Category:** CesiumJS\
**Created:** [July 27, 2022, 3:15pm UTC](https://community.cesium.com/t/from-i3dm-to-ext-mesh-gpu-instancing/19731 "2022-07-27T15:15:27Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![bertt](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/bertt/32/2702_2.png) [@bertt](https://community.cesium.com/u/bertt)\
**Post date:** [July 28, 2022, 3:35pm UTC](https://community.cesium.com/t/from-i3dm-to-ext-mesh-gpu-instancing/19731/8 "2022-07-28T15:35:28Z")

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Got a bit further, models are now on the correct position. Demo uses implicit tiling + 1 instanced tile.  
[https://bertt.github.io/cesium\_3dtiles\_samples/samples/1.1/trees/](https://bertt.github.io/cesium_3dtiles_samples/samples/1.1/trees/)

But now there is a strange rotation going on ☹

 ![image](https://global.discourse-cdn.com/cesium/original/2X/5/562d8114735ad69ab608a17481e9d067e45c2529.jpeg)

I’ve got basically a table with tree point locations (in epsg:4326) and a glTF model (tree.glb), getting it to work correctly in CesiumJS is quite puzzling…

I think I’ll have to add ENU vector in the instance rotation, will experiment next week.

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