BoundingBox created from mesh to origin, making it bigger
- by Gunnar Södergren
I'm working on a level-based survival game and I want to design my scenes in Maya and export them as a single model (with multiple meshes) into XNA.
My problem is that when I try to create Bounding Boxes(for Collision purposes) for each of the meshes, the are calculated from origin to the far-end of the current mesh, so to speak.
I'm thinking…