<div dir="ltr">Hi Christoph,<br><div><br></div><div>there is something like setCullingActive(bool) in the interface of the Node classes</div></div><div id="DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2"><br>
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</table><a href="#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2" width="1" height="1"></a></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Thu, Mar 28, 2019 at 2:16 PM Christoph Dohmen <<a href="mailto:christoph.dohmen@cae.de">christoph.dohmen@cae.de</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Hi all,<br>
<br>
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.<br>
<br>
Unfortunately these items are culled if the position is outside the viewport. That's bad :-(<br>
<br>
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!<br>
<br>
What other way could I go to prevent the items from beeing culled? Maybe I have to read back the vertices somehow? <br>
<br>
Thank you!<br>
<br>
Cheers,<br>
Christoph<br>
<br>
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Read this topic online here:<br>
<a href="http://forum.openscenegraph.org/viewtopic.php?p=75742#75742" rel="noreferrer" target="_blank">http://forum.openscenegraph.org/viewtopic.php?p=75742#75742</a><br>
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</blockquote></div><br clear="all"><div><br></div>-- <br><div dir="ltr" class="gmail_signature">trajce nikolov nick<br></div>