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Object bounding box

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Presuming a static object:
Sort through all points keeping a tally of greatest and least [ie. negative] values for the coordinates X, Y, and Z. That is you want to find out the furthest extents of the object in all three axes. The bounding box is then stored as two points, one composed of the greatest values, and the other composed of the least so that they are in opposite corners.
Usually this is only done once prior to the object''s use, either by an editor or at runtime during the scene setup.

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