Re: [osg-users] converting node coordinates

2017-06-23 Thread tianzjyh
Hi, Oliveira, I am not sure what exactly is causing the problem, but maybe it is the setVertexArray(). U should call VertexArray::dirty(),after you changed data in osg::Array at runtime, to tell the OSG to update corresponding data in the GPU memory. -- Cheers, --- TianZJ At

Re: [osg-users] converting node coordinates

2017-06-22 Thread Bruno Oliveira
Probably it does, however I tried deactivating Culling and my scene is not rendered properly anymore (some LOD nodes are not rendered). My bounding spheres are correctly calculated. Are they set with node->setInitialBound(calculatedBound); ? 2017-06-22 18:54 GMT+01:00 sam :

Re: [osg-users] converting node coordinates

2017-06-22 Thread sam
When you zoom your mouse feel forward it's possible that the new sphere is outside the camera's view and thus being culled out of the drawing. Check to make sure the sphere doesn't end up behind the camera. On Thu, Jun 22, 2017 at 10:38 AM, Bruno Oliveira < bruno.manata.olive...@gmail.com> wrote:

Re: [osg-users] converting node coordinates

2017-06-22 Thread Bruno Oliveira
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 : > Sorry I'm not sure what you're asking. > > I manipulate my scene with a Mouse Manipulator