Hi,

that does not really work. I tried this and it is like the origin of the particles move to the origin of the scene (0,0,0). And when this point isn't in the viewport my particles vanish.

I've also tried to extend the volume by the volume of the root of the viewport. Or do I have to extend it by the volume of the node, which is the one with the biggest volume in my scene, would that work?

bye
Oliver

Gerrit Voss schrieb:

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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