Hi Michael.

I have merged the change, with a small tweak of changing to a -1 to 1
bounding box as I'm guessing the original code was written for a unit
radius sphere.

The clipping problem is actually caused by the osg::Geometry default
bounding box being based in the input vertices, but the tessellation
shaders create new vertex positions outside the bounding box of these input
vertices so in certain viewing directions the near/far clipping planes
based on the original input bounding box is incorrect.

Setting the InitialBound like you did is the decent way to handle cases
like these.  The alternative to this would be to create a
ComputeBoundingBoxCallback that provides the correct bounding box.

Robert.

On 1 March 2015 at 23:29, Michael Mc Donnell <[email protected]> wrote:

> Hi Robert,
>
> The tessellation shader example has a small bug.The middle of the
> geometry is clipped as soon as it is tessellated. The clipping is
> probably caused by rounding errors because it is only in one spot. The
> clipping disappears when the camera is moved, and reappears when it is
> moved back. Expanding the the bounding box fixed the clipping bug.
>
> I have attached the fix as a patch file and the whole file itself.
> Written against svn revision 14745.
>
> Thank you,
> Michael Mc Donnell
>
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