Oki thanks :)
On 23 sep, 19:12, Li <[email protected]> wrote: > Yes, I've observed this problem before and its something we need to fix. > > What many are doing while this bug persists is a manual calculation of the > bounds. For this you need to obtain the global coordinates of each vertex > and find limit values yourself. The calculation is pretty easy actually but > in the engine its a bit harder to do, since the process is distributed in a > few classes for it to be optimized.
