Quote:if .. you compute a bounding box for it, it really isn't an axis-aligned bounding box (AABB)
Not sure why you say that. It depends on how the calc is done.
Quote:Not sure how those D3DXCompute functions are implemented internally.If D3DXComputeBoundingxxx is used with the transformed vertices, it's still an AABB (see docs for D3DXComputeBoundingxxx) for the those vertices. Those functions are passed pointers to vertex buffers and they haven't a clue whether the vertices have been rotated or not.