# Rendering of lines and points from glTF, more options for line nodes in X3D

**URL:** https://forum.castle-engine.io/t/rendering-of-lines-and-points-from-gltf-more-options-for-line-nodes-in-x3d/749
**Category:** News
**Created:** [February 24, 2023, 4:20pm UTC](https://forum.castle-engine.io/t/rendering-of-lines-and-points-from-gltf-more-options-for-line-nodes-in-x3d/749 "2023-02-24T16:20:04Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [February 24, 2023, 4:20pm UTC](https://forum.castle-engine.io/t/rendering-of-lines-and-points-from-gltf-more-options-for-line-nodes-in-x3d/749/1 "2023-02-24T16:20:04Z")

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This is probably not the most sexy graphic effect announcement :), but the lines and points are useful to visualize a lot of things.

We have improved our glTF support to properly import points, lines (lines, line strips, line loops), and their materials.

We have also improved our X3D nodes capabilities by introducing `TIndexedLineSetNode.Mode` and `TLineSetNode.Mode`. This allows to comfortably and efficiently define lines, line strips, line loops in X3D.
