Hi, I need to disable culling on a geode which implements a skydome/plane as a shader.
The problem is that the vertex shader places the existing vertices screen-aligned at the far plane, but OSG still thinks they are in their original positions. This problem as already been discussed - but not conclusively solved - in other threads: (cannot post URLs at the moment) viewtopic.php?t=20300 viewtopic.php?t=10912 For this situation, disabling the culling is necessary because I do not want the scene to include the "real" positions of the sky plane at "infinity". It would defy near/far calculation and I would need to introduce a callback that recalculates the positions outside the vertex shader just so that the skydome node does not get clipped. I already tried Code: Geode->setCullingActive(false) and Code: Camera()->setCullingMode( osg::CullSettings::NO_CULLING ) but both cull my node as soon as the original vertex positions are behind the camera. My workaround at the moment is to set the initial bounds very large, but this is unnecessarily inflates the BBox of the real scene. Any suggestions would be appreciated! ... Thank you! Cheers, Anton ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53481#53481 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org