Now this may sound really simple, but somehow it's been bugging me for now, here's the code (explanation at the end):

void UMesh::GenerateBoundingBox(vector<MESH_STRUCT> &vertices) { float maxx = 0, maxy = 0, maxz = 0; float minx = 0, miny = 0, minz = 0; FOREACH(vertices.size()) { if (maxx < vertices[i].X || i == 0) maxx = vertices[i].X; if (maxy < vertices[i].Y || i == 0) maxy = vertices[i].Y; if (maxz < vertices[i].Z || i == 0) maxz = vertices[i].Z; if (minx > vertices[i].X || i == 0) minx = vertices[i].X; if (miny > vertices[i].Y || i == 0) miny = vertices[i].Y; if (minz > vertices[i].Z || i == 0) minz = vertices[i].Z; } // Set params BoundingBox.omx = BoundingBox.maxx = maxx; BoundingBox.omy = BoundingBox.maxy = maxy; BoundingBox.omz = BoundingBox.maxz = maxz; BoundingBox.ommx = BoundingBox.minx = minx; BoundingBox.ommy = BoundingBox.miny = miny; BoundingBox.ommz = BoundingBox.minz = minz; AdaptBoundingBox(); } void UMesh::AdaptBoundingBox() { BoundingBox.maxx = BoundingBox.omx; BoundingBox.maxy = BoundingBox.omy; BoundingBox.maxz = BoundingBox.omz; BoundingBox.minx = BoundingBox.ommx; BoundingBox.miny = BoundingBox.ommy; BoundingBox.minz = BoundingBox.ommz; // Apply Scaling BoundingBox.maxx *= scalation.x; BoundingBox.maxy *= scalation.y; BoundingBox.maxz *= scalation.z; BoundingBox.minx *= scalation.x; BoundingBox.miny *= scalation.y; BoundingBox.minz *= scalation.z; // Calculate size BoundingBox.sizex = BoundingBox.maxx - BoundingBox.minx; BoundingBox.sizey = BoundingBox.maxy - BoundingBox.miny; BoundingBox.sizez = BoundingBox.maxz - BoundingBox.minz; }

UMesh is just a class. The GenerateBoundingBox gets all the vertices and then tries to get the max xyz, and the min xyz out of it. The BoundingBox.omx or .ommx is just backups for later use, omx = origional max x, ommx = origional minimum x (but it doesn't matter). From my results (i have a tree), the values are actually bigger than the mesh itself. The tree actually has submeshes so what I do is that I combine all the vertices into one vector. The AdaptBoundingBox is also used when scaling as the bounding box also then has to change when the mesh is scaled.

Now what on earth did I do wrong?