Mesh:computeBoundingBox

Edit

Computes the axis-aligned bounding box of the Mesh from its vertices.

If the Mesh was created with the gpu storage mode, this function will do nothing and return false.

If the Mesh does not have an attribute named VertexPosition with the f32x3 (aka vec3) type, this function will do nothing and return false.

Otherwise, the bounding box will be set and the return value will be true.

The bounding box can also be assigned manually using Mesh:setBoundingBox, which can be used to set the bounding box on a gpu mesh or for cases where the bounding box is already known.

Passes will use the bounding box of a Mesh to cull it against the cameras when Pass:setViewCull is enabled, which avoids rendering it when it's out of view.

updated = Mesh:computeBoundingBox()

Arguments

None

Returns

NameTypeDescription
updatedboolean Whether the bounding box was updated.

See also