Hi!
That’s totally weird.
After calling to Mesh.MinMax coordinates of bounding box of the very first mesh get distorted.
The console reads:
BJS - [13:31:59]: Babylon.js v8.31.0 - WebGL2
==== just created ====
box.0 Object { minimumWorld: "{X: 2.5 Y: -0.5 Z: 4.5}", maximumWorld: "{X: 3.5 Y: 0.5 Z: 5.5}", extendSizeWorld: "{X: 0.5 Y: 0.5 Z: 0.5}", sizeDiag: 1.7320508075688772 }
box.1 Object { minimumWorld: "{X: 0.5 Y: -0.5 Z: 1.5}", maximumWorld: "{X: 1.5 Y: 0.5 Z: 2.5}", extendSizeWorld: "{X: 0.5 Y: 0.5 Z: 0.5}", sizeDiag: 1.7320508075688772 }
box.2 Object { minimumWorld: "{X: 4.5 Y: -0.5 Z: 7.5}", maximumWorld: "{X: 5.5 Y: 0.5 Z: 8.5}", extendSizeWorld: "{X: 0.5 Y: 0.5 Z: 0.5}", sizeDiag: 1.7320508075688772 }
==== after Mesh.MinMax ====
box.0 Object { minimumWorld: "{X: 0.5 Y: -0.5 Z: 1.5}", maximumWorld: "{X: 5.5 Y: 0.5 Z: 8.5}", extendSizeWorld: "{X: 0.5 Y: 0.5 Z: 0.5}", sizeDiag: 8.660254037844387 }
box.1 Object { minimumWorld: "{X: 0.5 Y: -0.5 Z: 1.5}", maximumWorld: "{X: 1.5 Y: 0.5 Z: 2.5}", extendSizeWorld: "{X: 0.5 Y: 0.5 Z: 0.5}", sizeDiag: 1.7320508075688772 }
box.2 Object { minimumWorld: "{X: 4.5 Y: -0.5 Z: 7.5}", maximumWorld: "{X: 5.5 Y: 0.5 Z: 8.5}", extendSizeWorld: "{X: 0.5 Y: 0.5 Z: 0.5}", sizeDiag: 1.7320508075688772 }
Apparently, they are reused as accumulator.
That’s
insane! ![]()