Computing Bounding Box After Moving Vertices in Shader
In ThreeJS, how can I update the bounding box/sphere after changing vertex positions in a shader?
Edit:
I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
three.js shader bounding-box
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In ThreeJS, how can I update the bounding box/sphere after changing vertex positions in a shader?
Edit:
I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
three.js shader bounding-box
add a comment |
In ThreeJS, how can I update the bounding box/sphere after changing vertex positions in a shader?
Edit:
I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
three.js shader bounding-box
In ThreeJS, how can I update the bounding box/sphere after changing vertex positions in a shader?
Edit:
I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
three.js shader bounding-box
three.js shader bounding-box
edited Nov 11 at 23:51
asked Nov 11 at 23:29
fallingCode
8617
8617
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2 Answers
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If you are updating vertices in the shader, it is typical to do this, instead:
object.frustumCulled = false;
three.js r.98
Yea, I forgot about that. Thank you, West.
– fallingCode
Nov 12 at 1:52
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geometry.computeBoundingBox() and geometry.computeBoundingSphere()
That doesn't work. I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
– fallingCode
Nov 11 at 23:50
1
Oh. then there is no way for three to know the bounding box.. so you'll just have to set it to something yourself that best approximates where your particles might be.
– manthrax
Nov 12 at 1:38
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
If you are updating vertices in the shader, it is typical to do this, instead:
object.frustumCulled = false;
three.js r.98
Yea, I forgot about that. Thank you, West.
– fallingCode
Nov 12 at 1:52
add a comment |
If you are updating vertices in the shader, it is typical to do this, instead:
object.frustumCulled = false;
three.js r.98
Yea, I forgot about that. Thank you, West.
– fallingCode
Nov 12 at 1:52
add a comment |
If you are updating vertices in the shader, it is typical to do this, instead:
object.frustumCulled = false;
three.js r.98
If you are updating vertices in the shader, it is typical to do this, instead:
object.frustumCulled = false;
three.js r.98
answered Nov 12 at 1:41
WestLangley
76.9k8170192
76.9k8170192
Yea, I forgot about that. Thank you, West.
– fallingCode
Nov 12 at 1:52
add a comment |
Yea, I forgot about that. Thank you, West.
– fallingCode
Nov 12 at 1:52
Yea, I forgot about that. Thank you, West.
– fallingCode
Nov 12 at 1:52
Yea, I forgot about that. Thank you, West.
– fallingCode
Nov 12 at 1:52
add a comment |
geometry.computeBoundingBox() and geometry.computeBoundingSphere()
That doesn't work. I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
– fallingCode
Nov 11 at 23:50
1
Oh. then there is no way for three to know the bounding box.. so you'll just have to set it to something yourself that best approximates where your particles might be.
– manthrax
Nov 12 at 1:38
add a comment |
geometry.computeBoundingBox() and geometry.computeBoundingSphere()
That doesn't work. I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
– fallingCode
Nov 11 at 23:50
1
Oh. then there is no way for three to know the bounding box.. so you'll just have to set it to something yourself that best approximates where your particles might be.
– manthrax
Nov 12 at 1:38
add a comment |
geometry.computeBoundingBox() and geometry.computeBoundingSphere()
geometry.computeBoundingBox() and geometry.computeBoundingSphere()
answered Nov 11 at 23:40
manthrax
2,0751108
2,0751108
That doesn't work. I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
– fallingCode
Nov 11 at 23:50
1
Oh. then there is no way for three to know the bounding box.. so you'll just have to set it to something yourself that best approximates where your particles might be.
– manthrax
Nov 12 at 1:38
add a comment |
That doesn't work. I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
– fallingCode
Nov 11 at 23:50
1
Oh. then there is no way for three to know the bounding box.. so you'll just have to set it to something yourself that best approximates where your particles might be.
– manthrax
Nov 12 at 1:38
That doesn't work. I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
– fallingCode
Nov 11 at 23:50
That doesn't work. I should've clarified I'm using a particle buffer geometry and changing the vertex positions in the shader. I'm not calling geometry.attributes.position.needsUpdate = true;
– fallingCode
Nov 11 at 23:50
1
1
Oh. then there is no way for three to know the bounding box.. so you'll just have to set it to something yourself that best approximates where your particles might be.
– manthrax
Nov 12 at 1:38
Oh. then there is no way for three to know the bounding box.. so you'll just have to set it to something yourself that best approximates where your particles might be.
– manthrax
Nov 12 at 1:38
add a comment |
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