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How To Find The Scene Bounding Box?


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Sure, that's a good method to use. Note that it will likely not give you intuitive bounds if you have things like sphere and tube primitives in your gdp since they only have one point. For that, you can use the GB_Detail::getBBox() function. The tradeoff though is that getBBox() is much slower in practice.

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Whether I should specify group of points or it is possible to not specify it? What if I don't specify group?

And if I understand it right that it's possible to receive coordinates of the bounding box with

xmin = bbx.xmin();
xmax = bbx.xmax();
ymin = bbx.ymin();
...
zmax = bbx.zmax();

?

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If you don't give it a group (ie. pass 0 down), then all geometry is used to compute the bounding box. Just like how not putting anything in the Group parameters in SOPs mean everything. As for using the bbox, yes, you can just use those functions.

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