Robert, thanks for the quick reply!
Summary: if I use Geometry::setCullingActive(false), the geometry still gets culled if behind the camera. Detailed reply: > One approach would be to use Geometry::setInitialBound(BoundingBox&)... This would not really help with the skybox: I move the vertices in the shader to the far plane in camera space. I would have to make a BBox as large as any potential scene the skybox should ever cover. > Wr.t bounding volume for the purpose of near/far calculations then you can > disable the computation of near/far values ... I have done this for small scenes with static content, but I would rather just disable culling for the skybox geometry and keep automatic near/far computation. Which is why I tried this > Another approach is disable culling via Geometry::setCullingActive(false); for the skybox geometry (a simple quad). This works fine, as long as the initial bbox of the quad is in front of the camera (but outside the frustum), but the geometry still gets culled as soon as it gets behind the camera. Summary: My patch assures that nodes with node.setCullingActive(false) are not culled, even when they lie behind the camera. I would presume this the expected behavior when you turn of culling. But since I am still a newbie to OSG, especially the internals, I would really like to know if my fix breaks things or if there is a better way for getting geometry to render under all circumstances. best, Tony ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55946#55946 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

