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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