I am almost sure I am making some mistake on setting the node's bounding
sphere. Is my code correct on that example I gave?

2017-06-22 18:29 GMT+01:00 Bruno Oliveira <bruno.manata.olive...@gmail.com>:

> Sorry I'm not sure what you're asking.
>
> I manipulate my scene with a Mouse Manipulator (Trackball), hence the view
> is refreshed and I can see my nodes, but if I zoom in they disappear
>
> 2017-06-22 18:23 GMT+01:00 Sam Brkopac <brko...@gmail.com>:
>
>> Hi Bruno,
>>
>> After you manipulate the coordinates do the new bounds result in the node
>> getting culled by the camera?
>>
>> Thanks, Sam
>>
>> > On Jun 22, 2017, at 10:12, Bruno Oliveira <
>> bruno.manata.olive...@gmail.com> wrote:
>> >
>> > Hello,
>> >
>> > I have some osg::Nodes with some initial geometry coordinates.
>> >
>> > Then, after some rendering, at some point I need to transform those
>> initial coordinates. I do something like this:
>> >
>> >
>> > void MyNodeGeometry::convertCoordinates() {
>> >
>> >     auto* vert = this->getVertexArray();
>> >
>> >     for (int i = 0; i < vert->size(); i++) {
>> >         convertCoordinate(vert->operator[](i));
>> >     }
>> >
>> >     this->setVertexArray(vert);
>> >
>> >     this->setInitialBound(this->computeBound());
>> >     this->firtyBound();
>> >
>> > }
>> >
>> >
>> > Also, in all parent Nodes I call
>> >
>> >     parentNode->setInitialBound(this->computeBound());
>> >     parent->firtyBound();
>> >
>> >
>> >
>> > However, when I do this, I can see my points, BUT when I try to
>> manipulate my scene with the mouse, the data disappears if I zoom in, and
>> appears again if I zoom out again.
>> > This seems like my node's bounds are not well set, But I manually
>> verified all node's bounds and they are correct....
>> >
>> > Any idea?
>> > _______________________________________________
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>
>
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