Just so nobody works wastes time on it (ha), I have solved how to draw bounding 
boxes around each (unique) drawable that is intersected.  What I realize from 
doing this is that each object is a MatrixTransform of an external subgraph. By 
using Geode->containsNode(someNode), it excludes duplicate Nodes that have been 
MatrixTransformed somewhere else in the scene.  So, for example, a chair that 
is MatrixTransformed multiple times to populate the scene, is only getting one 
bounding box.  

I'm going to try to compare worldcoordinates and see if that makes sense.


Sterling

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