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If you can run Malt directly as part of the same process and have an OpenGL context available, you could just create a Pipeline instance and call render with your scene data.
Otherwise, you can create a Bridge instance like BlenderMalt does.

Obviously, how you retrieve the scene data, adapt the UI, and render the final result is totally going to depend on the software you're integrating Malt into. There can't be generic documentation for that.

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@izarii-dev
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