<div dir="ltr">Yes, good idea. That should work. I can't really override the computeBoundingBox as I can't change the object hierarchy easily.<br><br>On Thursday, April 30, 2020 at 10:07:16 AM UTC-7, OpenSceneGraph Users wrote:<blockquote class="gmail_quote" style="margin: 0;margin-left: 0.8ex;border-left: 1px #ccc solid;padding-left: 1ex;">
  
    
  
  <div>
    Hi Andrew,<br>
    <br>
    you can use "setInitialBounds" to define your precompiled bounding
    box.<br>
    <br>
    - Werner Modenbach -<br>
    <br>
    <div>Am 30.04.2020 um 19:01 schrieb
      OpenSceneGraph Users:<br>
    </div>
    <blockquote type="cite">
      
      <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">
              <div dir="ltr">
                <div>Glenn Waldron</div>
              </div>
            </div>
          </div>
          <br>
        </div>
        <br>
        <div class="gmail_quote">
          <div dir="ltr">On Thu, Apr 30, 2020 at
            12:56 PM OpenSceneGraph Users <<a href="javascript:" target="_blank" gdf-obfuscated-mailto="Oi4rlCNTAAAJ" rel="nofollow" onmousedown="this.href='javascript:';return true;" onclick="this.href='javascript:';return true;">osg-...@lists.<wbr>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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</blockquote></div>

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