I had this same problem in an early version of our particle code.
Setting AUTO_BOUNDS_COMPUTE to off and THEN setting the bounds to your
own object appropriately sized should do the trick.
Good luck.

David Ko wrote:

> The TriangleArray I'm using is not being translated in any way. All
> triangles are modified throught a GeometryUpdater and passed back in by
> reference. During initialization, I fill the TriangleArray with 400 tris
> all at the origin. When one of the triangles is "fired", it's verticies
> are simply modified and passed into the TriangleArray. This works great,
> but only if you're within 1.0f radius of the origin, whereupon all tris
> currently being displayed on screen just disappears. I checked the bounds
> of the BranchGroup, and indeed it was centered at the origin with a radius
> of 1.0f. I tried setting the bounds to Double.MAX_VALUE, but nothing
> happens. I'm not sure how to disable auto_bounds_compute. It's not off by
> default?
>
> My basic set up is this:
>
> BranchGroup
>  |
>  |
> Shape3D
>  |
>  |
> TriangleArray (by_reference, allow_ref_data_write/read, allow_count_write)
>
>
> It's tempting to say that this is bug, but there were too many times I
> thought there were bugs in java3D when they were really bugs in my code.
>
> David Ko
>
> On Mon, 18 Dec 2000, David wrote:
>
>
>> I don't know.  But off the top of my head:
>>
>> Have you  tried disabling "auto bounds compute" and set your own bounds for
>> the shape?  I don't understand why this is happening.  Is your triangle
>> strip also being translated, or are you changing the actual vertices every
>> frame for movement?  If so it could be that bounds are not re-computed for
>> each frame.  I have never heard anyone else having issues with this before,
>> so maybe this is something very specific to what you are doing.  More
>> information would be needed to help figure this out.
>>
>> But as far as just having a single triangle strip that spans from culled to
>> non-culled space, and having it disappear... that I have never seen.  I do
>> water with a similar technique and I don't have any trouble seeing it
>> everywhere I go.
>>
>> Dave Yazel
>>
>>
>> ----- Original Message -----
>> From: David Ko <[EMAIL PROTECTED]>
>> To: <[EMAIL PROTECTED]>
>> Sent: Monday, December 18, 2000 5:28 AM
>> Subject: [JAVA3D] Frustum Culling
>>
>>
>> Hello, I've asked this question before. I'll just rephrase it.
>>
>> How do you have prevent the view from culling out a BranchGroup from
>> rendering, even if the BranchGroup's "sphere of influence" is outside the
>> range of the view? I'm having trouble because my TriangleArray is being
>> culled out, even though the triangles should be still be rendered.
>> I've tried everything (i.e. setting bounds, specifying
>> VISIBILITY_DRAW_ALL in View). Nothing!
>>
>> Any help, leads, or messages of pity would be appreciated.
>>
>> David Ko
>>
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>
>
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--
___________________________________________________________

Shawn Kendall               Full Sail Real World Education
Course Director             3300 University BLVD
Real Time 3D for Gaming     Winter Park FL 32792
[EMAIL PROTECTED]       http://www.fullsail.com
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