Trick the Frustriam (again)

So how would I add an offset to a bounding sphere and have the frustum use that instead of the original bounding?


Was an old topic on it, but in that I think I was using CPU vertex manipulation.

This time I am using the GPU to displace a sphere to certain amounts and need it to stay rendering when just he peaks of the displacement are visible.

Will this old method work with that as well?

UPDATE
Damn I guess that totally worked again… thanks @Delta for the old prior solution.

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Auto Answered by @Pryme8 with the solution above

(adding the line to flag as solved, as my OCD is kicking me when I see 0 answer on a thread :slight_smile: )

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