Hello,

what is the policy regarding vertex and geometry shaders in a cluster
environment?
With vertex and geometry shaders, OpenSG loses some control over the
geometry as the user is able to transform the geometry arbitrarily beyond
the standard model-view-projection transformation.

Obviously, frustum culling and ray-cast picking via IntersectAction will
not work as expected since OpenSG works on the untransformed bounding
volume.

A solution for picking would be to use Color Picking with an ID-Buffer as
demonstrated by the idbuffer.cpp example.

Are there any other areas within OpenSG that exhibit problems with
geometry that is heavily transformed by vertex/geometry shaders?
Especially in a cluster environment like a CAVE, will you have to expect
display artefacts?

Thank you for your answer.

Kind regards,
Alexander Lang


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