Culling / Occlusion

I have a couple of meshes that are dynamically altered at runtime within a vertex shader.
This shader can alter the position of the meshes by quite a large margin.

Is there a way i can make Panda3d always render these meshes no matter where it thinks they are in relation to the current camera?

It currently culls them if it thinks they cant be seen, but the modifications the vertex shader makes would make them visible.

Thanks again


The first line sets a bounding volume that is infinite in all directions, and the second line tells Panda not to further traverse the node to try and consider the bounding volumes of the node’s children.

If you know the maximum size that the object will reach, you could also use a BoundingSphere instead of an Omni volume.

Thanks both of you. Will experiment to find the most efficient way now I know how.