You can use a boundingBoxVisitor on the node inĀ  question.

Am 30.04.2020 um 20:01 schrieb OpenSceneGraph Users:
> 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 <javascript:>> 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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