Hi Martin,

You'll need to set the bounding volume of the osg::Geometry to
encompass the displacement by using the Geometry::setInitialBound(..)
method.

Robert.

2010/1/20 Martin Großer <[email protected]>:
> Hello,
>
> yesterday i wrote a glsl displacement shader:
>
> uniform sampler2D displMap;
>
> void main()
> {
>   gl_TexCoord[0] = gl_MultiTexCoord0;
>   vec4 tex = texture2D(displMap, gl_TexCoord[0].st);
>   float displ = 0.3 * tex.r + 0.59 * tex.g + 0.11 * tex.b;
>   vec4 vertex = vec4(gl_Normal * displ * 5.0 , 0.0) + gl_Vertex;
>   gl_Position = gl_ModelViewProjectionMatrix * vertex;
> }
>
> Now my problem is the clipping. When I start the application and I turn
> around the objekt the displaced vertices and faces disappear. It seems to me
> that the vertices clipped in the front of the near plane.
>
> Is the displacement of the vertices a problem relating to the clipping
> planes?
>
> Cheers
>
> Martin
>
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>
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