Sounds like it might be getting clipped by the near clip plane. OSG automatically computes a near clip plane based on the bounds of the real geometry in the scene. It doesn't account for geometry that's altered by a vertex shader. Check into osg::CullSettings for ways to alter the way clip planes are computed.
Glenn Waldron / @glennwaldron On Tue, Mar 20, 2012 at 11:25 AM, Eldar Insafutdinov < [email protected]> wrote: > Hi, > > I am trying to reuse Geometry objects between multiple osg::Node instances > and apply geometry shader to reposition them. On the attached testcase I > tried to implement this. The first osg::Node instance uses unmodified > Geometry, and the second one uses vertex shader to shift the quad sideways. > For some reason however, when I rotate the scene the object with a vertex > shader becomes truncated(see the attached screenshot). Obviously it doesn't > happen if I use two independent Geometry instances. What do you think can > cause this truncation? It seems like it's a problem that is difficult to > debug. > > Thank you. > > Cheers, > Eldar > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=46444#46444 > > > > > Attachments: > http://forum.openscenegraph.org//files/vertex_shader_139.png > http://forum.openscenegraph.org//files/testcase_125.cpp > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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