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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

