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Hi Andrew,<br>
<br>
you can use "setInitialBounds" to define your precompiled bounding
box.<br>
<br>
- Werner Modenbach -<br>
<br>
<div class="moz-cite-prefix">Am 30.04.2020 um 19:01 schrieb
OpenSceneGraph Users:<br>
</div>
<blockquote type="cite"
cite="mid:mailman.1612.1588266077.4151.osg-users-openscenegraph.org@lists.openscenegraph.org">
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<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"
moz-do-not-send="true">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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