Hi,

concerning the same problem I posted in 
http://forum.openscenegraph.org/viewtopic.php?p=53481 and which is referred in 
http://forum.openscenegraph.org/viewtopic.php?t=4584.

In short (please refer to the above threads for details):
When you use a vertex shader to move geometry around at render time, the  
(static) bounding box becomes wrong. In my application I used a shader to 
render a background sky-sphere, so I need the geometry the shader is attached 
to to always render. So I completely switch of culling for the sky geometry, 
but it still gets culled as soon as its original BBox is behind the near plane.

I patched CullVisitor.cpp to fix this, but I am not sure if my fix is correct 
and does not break anything else.

Could someone please verify the attached fix?

If necessary, I can supply a demo program which illustrates the bug and fix.

Thank you!

Cheers,
Anton

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=55941#55941




Attachments: 
http://forum.openscenegraph.org//files/noculling_fix_209.zip


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