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??

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=72888#72888





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