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    You can use a boundingBoxVisitor on the node inĀ  question.<br>
    <br>
    <div class="moz-cite-prefix">Am 30.04.2020 um 20:01 schrieb
      OpenSceneGraph Users:<br>
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    <blockquote type="cite"
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:
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          <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:"
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                  <blockquote class="gmail_quote" style="margin:0px 0px
                    0px 0.8ex;border-left:1px solid
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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>
                      </div>
                      <div>Andrew<br>
                      </div>
                      <div><br>
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                      <div><br>
                      </div>
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