Computing Bounding Box After Moving Vertices in Shader












1














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;










share|improve this question





























    1














    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;










    share|improve this question



























      1












      1








      1







      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;










      share|improve this question















      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






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 11 at 23:51

























      asked Nov 11 at 23:29









      fallingCode

      8617




      8617
























          2 Answers
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          active

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          3














          If you are updating vertices in the shader, it is typical to do this, instead:



          object.frustumCulled = false;


          three.js r.98






          share|improve this answer





















          • Yea, I forgot about that. Thank you, West.
            – fallingCode
            Nov 12 at 1:52



















          -1














          geometry.computeBoundingBox() and geometry.computeBoundingSphere()






          share|improve this answer





















          • 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









          3














          If you are updating vertices in the shader, it is typical to do this, instead:



          object.frustumCulled = false;


          three.js r.98






          share|improve this answer





















          • Yea, I forgot about that. Thank you, West.
            – fallingCode
            Nov 12 at 1:52
















          3














          If you are updating vertices in the shader, it is typical to do this, instead:



          object.frustumCulled = false;


          three.js r.98






          share|improve this answer





















          • Yea, I forgot about that. Thank you, West.
            – fallingCode
            Nov 12 at 1:52














          3












          3








          3






          If you are updating vertices in the shader, it is typical to do this, instead:



          object.frustumCulled = false;


          three.js r.98






          share|improve this answer












          If you are updating vertices in the shader, it is typical to do this, instead:



          object.frustumCulled = false;


          three.js r.98







          share|improve this answer












          share|improve this answer



          share|improve this answer










          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


















          • 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













          -1














          geometry.computeBoundingBox() and geometry.computeBoundingSphere()






          share|improve this answer





















          • 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
















          -1














          geometry.computeBoundingBox() and geometry.computeBoundingSphere()






          share|improve this answer





















          • 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














          -1












          -1








          -1






          geometry.computeBoundingBox() and geometry.computeBoundingSphere()






          share|improve this answer












          geometry.computeBoundingBox() and geometry.computeBoundingSphere()







          share|improve this answer












          share|improve this answer



          share|improve this answer










          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


















          • 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


















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