Hi Alexej,

Use the osg::Geometry::setInitialBound() to the extents that you
transformed geometry will be placed.

Robert.

On 23 August 2012 11:52, Alexej Fink <[email protected]> wrote:
> Hello,
>
> I need an advice regarding the culling setup.
> In my application I use a vertex shader to transform 3d geometry from the 
> flat-world scene graph to the related position on a sphere (globe).
>
> Having a normal camera, which hovers over the transformed spheric world 
> breaks the culling stage, cause the frustum culling is applied to the 
> untransformed (flat) world in the scene graph compared to the rendered 
> spheric world with transformed geometry.
>
> So how to setup the culling for such a scenario?
> * Can I setup two different cameras, one for culling and one for drawing 
> (how)?
> * And how to deal with the culling on boundaries in the flat world which 
> shall met in the spheric world -- they usually do not fit into a single 
> frustum?
>
>
> Cheers,
> Alexej
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=49428#49428
>
>
>
>
>
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