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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

