Hi Kamil, I can imagine a situation where we have a texture for the first layer/pass, lightmap for the second layer/pass and then a decal (like a splash of blood or blast from fire) as the third layer/pass. So yes, we'll need to support both passes and layers and combinations of these. This is not difficult, fortunately, but it will take code in both the panel rendering and shaders. I've just added some code to CVS for better rendering of panels, and this well help you. I added "DrawVertices" and "DrawNoShader" methods to TPanelTris. In the Draw method of TPanelTris, you can check the shader to see if it has many layers and switch textures and render the vertices multiple times (if necessary). Actually, I think the shader already has all the code to do this since you can bind a particular texture layer. Darryl