There are many deffinitions of a "correct and accurate bound". In general you should not be specifying bounds explcitely unless your geometry is changing rapidly, whereupon you could turn off autocompute and set the bounds yourself. In general a bounding sphere is the best way to go and that is what Java3D will construct for you if you let it autocompute the bounds. Remember that the more complex your bounding volume is, the slower bounds checking will be. So a complex bounding polytope could really hurt your performance.
If you are interested in efficient bounds computation for arbitrary geometry then there are many different algorithms, but I prefer Jack Ritter's "Efficient Bounding Sphere" algorithm, which is a two pass approach. Dave Yazel =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".