BoundingBox Triangle::WorldBounds(const vector<Vertex>& vertices, const mat4& xform) const { BoundingBox bounds; bounds.Absorb(vec3(xform * vec4(vertices[verts[0]].v, 1.0f))); bounds.Absorb(vec3(xform * vec4(vertices[verts[1]].v, 1.0f))); bounds.Absorb(vec3(xform * vec4(vertices[verts[2]].v, 1.0f))); return bounds; }