//calculates the bounding box of the whole model private void ComputeBoundingBox(Model model, Scene scene) { Vector3 sceneMin = new Vector3(1e10f, 1e10f, 1e10f); Vector3 sceneMax = new Vector3(-1e10f, -1e10f, -1e10f); Matrix transform = Matrix.Identity; ComputeBoundingBox(scene, scene.RootNode, ref sceneMin, ref sceneMax, ref transform); //set min and max of bounding box model.SetAABox(sceneMin, sceneMax); }