Hello Garry,

Garry Hoberg wrote:
> I'm using the SimpleSceneManager with a walkNavigator. (I disabled the 
> collision detection by setting a node with a group core and no children as 
> world and ground.) The scene consists of the root node, two transform nodes 
> (both translations) and one object from a VRML file in this order from top to 
> bottom. So far everything's displayed fine. But when I move the object by 
> changing the matrices of the transform node cores (on the push of a button) 
> the object is only visible as long as I'm facing roughly the direction I was 
> facing when the programme started (-z). When I move to a different position 
> from which I have to turn about 50 degrees (which seems to coincide with the 
> opening angle of the camera) to view the object I can make the object appear 
> and disappear by turning a little (the object would still be about in the 
> centre of the window). When viewing from a position that would require to 
> turn more than 50 degrees to face the object it's invisible.
> I checked this with some more objects in the scene and found that this is not 
> a near/far clipping plane issue.
> Has anyone else encountered this? Can anyone explain this?

could be a problem with the bounding volumes, i.e. the volumes are too 
small and the frustum culler removes the objects because it thinks they 
are not in view.
Does calling mgr->getAction()->setFrustumCulling(false) change anything? 
You can see the bounding volumes with 
mgr->getAction()->setVolumeDrawing(true), do these look correct ?

        Hope it helps,
                Carsten

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