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.

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