Hi Eldar, What you are seeing is by using a vertex shader to position the vertex data you are moving it so the bounding box of the osg::Geometry becomes inappropriate. The OSG does it's culling and set up of near/far planes based on the bounding volume of the nodes and drawables so if you don't render it within the bounding box of the geometry there is danger of culling removing the object completely or the near/far clipping planes clipping the object.
The osg::Geometry class has a setInitialBound(osg::BoundingBox&) method that enables one to expand the bounding box to handle cases where you move vertices in a shader. It's not a ideal API for handling it and at some point in the future I'll sit down and come up with a better scheme, but for now it's the tool to use. Or alternatively just use a osg::Transform node to position your geometry, this will allow you to share subgraphs and allow the OSG to keep track of bounding volumes correctly so culling and near/far clipping will all work correctly. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

