[osg-users] culling / bounding calculation for shader scaled geometries

Trajce Nikolov NICK trajce.nikolov.nick at gmail.com
Thu Mar 28 06:24:57 PDT 2019

Hi Christoph,

there is something like setCullingActive(bool) in the interface of the Node


On Thu, Mar 28, 2019 at 2:16 PM Christoph Dohmen <christoph.dohmen at cae.de>

> Hi all,
> I need to display textured items in a pixel-constant size even on zooming.
> For my implementation I use the position as vertices and store the size in
> the normals. The vertex shader handles it all corrrectly and the image is
> shown in a constant size.
> Unfortunately these items are culled if the position is outside the
> viewport. That's bad :-(
> I tried to use setInitialBound() with a maximum area to define the
> bounding box to prevent these items from being culled away. But instead of
> keeping the items on screen this results in scaled items!
> What other way could I go to prevent the items from beeing culled? Maybe I
> have to read back the vertices somehow?
> Thank you!
> Cheers,
> Christoph
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75742#75742
> _______________________________________________
> osg-users mailing list
> osg-users at lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

trajce nikolov nick
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20190328/ff656a2e/attachment.html>

More information about the osg-users mailing list