Hi,

On Fri, 2005-10-14 at 14:07 +0200, Marcus Lindblom wrote:
> A quick fix is to disable frustum culling altogether.
> 
> However, I too want to adjust the volume for a geometry (enlarge by some 
> factor, or set  to infinite), since I do similar shader stuff 
> (billboarding). I haven't found a good way yet.
> 
> Regards,
> /Marcus
> 
> Oliver Kutter wrote:
> > Hi,
> > 
> > I have a geometry with particles (gl_points) and I move them by a 
> > shader. The origin of the particles is at a specific point in the scene. 
> > But when I move or rotate the scene and the origin is outside my 
> > viewport (culled away), the geometry is not shown anymore. That's 
> > correct, but it's bad for me, because it could be, that my particles are 
> > in the scene furthermore (because moved by the shader).
> > 
> > It there a way to force the geometry to be drawn, even if it is in a non 
> > visible area? Or is there a shader solution?
> > 

        pShapeRoot->getVolume(false).getInstance().setStatic  (true);
        pShapeRoot->getVolume(false).getInstance().setValid   (true);
        pShapeRoot->getVolume(false).getInstance().setInfinite(true);

should work, (haven't tried the inifinite part) but if you extend your
volume and than do the setStatic and setValid calls it should stay as
big as you made it (that part I have tried ;-) ).

regards,
  gerrit

PS: pShapeRoot is a NodePtr




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