I understand this completely and realize that compute bound will return something incorrect since the vertices are manipulated on the vertex shader.
I might have misrepresented my issue. Even if I set the initial bound to be something I believe is correct... lets say radius=20. The problem is that there are scale transforms in the parental scene graph somewhere that then shrink this radius down to radius=2. Currently I traverse the node path and apply the inverse of the scale to the initial bound so that initially it is radius=200 and will then pass return it's way back up to result in radius=20. My question is... is this the correct way of doing this? Is there a better way to compute the bound of the hardware skinned bounding box or am I doing this correctly?? ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72888#72888 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

