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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>
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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>
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                <div>Glenn Waldron</div>
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          <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>
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              <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>
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              <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>
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              <div>Andrew<br>
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