<div dir="ltr"><div dir="ltr">Andrew,</div><div dir="ltr">You have to override computeBoundingBox on your Geometry and expand it to account for your vertex displacement.</div><div dir="ltr"><br clear="all"><div><div dir="ltr" class="gmail_signature" data-smartmail="gmail_signature"><div dir="ltr"><div>Glenn Waldron</div></div></div></div><br></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Thu, Apr 30, 2020 at 12:56 PM OpenSceneGraph Users <<a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</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"><div dir="ltr"><div>Hi,</div><div>I am using a simple displacement vertex shader to animate a displacement field on a geometry.</div><div><br></div><div> I am having an issue where during the animation the geometry is getting clipped by the near/far planes that are automatically maintained by OSG - obviously OSG knows nothing about the displacements of the shader.</div><div><br></div><div>Any suggestions as to solve this issue in the most simple manner. I would like to avoid having to maintain my own near/far planes. I was hoping OSG had a user-definable "fudge" factor for near/far...<br></div><div><br></div><div>Andrew<br></div><div><br></div><div><br></div></div>
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