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Hi Andrew,
you can use "setInitialBounds" to define your precompiled bounding box.
- Werner Modenbach -
Am 30.04.2020 um 19:01 schrieb OpenSceneGraph Users:
Andrew,You have to override computeBoundingBox on your Geometry and expand it to account for your vertex displacement.
Glenn Waldron
On Thu, Apr 30, 2020 at 12:56 PM OpenSceneGraph Users <osg-...@lists.openscenegraph.org> wrote:
--Hi,I am using a simple displacement vertex shader to animate a displacement field on a geometry.
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.
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...
Andrew
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Yes, good idea. That should work. I can't really override the computeBoundingBox as I can't change the object hierarchy easily.
On Thursday, April 30, 2020 at 10:07:16 AM UTC-7, OpenSceneGraph Users wrote:
Hi Andrew,
you can use "setInitialBounds" to define your precompiled bounding box.
- Werner Modenbach -
Am 30.04.2020 um 19:01 schrieb OpenSceneGraph Users:
Andrew,You have to override computeBoundingBox on your Geometry and expand it to account for your vertex displacement.
Glenn Waldron
On Thu, Apr 30, 2020 at 12:56 PM OpenSceneGraph Users <osg-...@lists.openscenegraph.org> wrote:
--Hi,I am using a simple displacement vertex shader to animate a displacement field on a geometry.
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.
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...
Andrew
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