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You can use a boundingBoxVisitor on the node inĀ question.<br>
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<div class="moz-cite-prefix">Am 30.04.2020 um 20:01 schrieb
OpenSceneGraph Users:<br>
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cite="mid:mailman.1635.1588269720.4151.osg-users-openscenegraph.org@lists.openscenegraph.org">
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<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>
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<br>
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<div dir="ltr">On Thu, Apr 30, 2020 at 12:56 PM
OpenSceneGraph Users <<a href="javascript:"
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<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>
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<div>Andrew<br>
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