/// <returns></returns>\r
private float FindClosestDistanceSquared(Vector3 calcPos, SceneObject p)\r
{\r
- if (p.BoundingVolume == null || p.BoundingVolume.R < 5f || !RenderSettings.HeavierDistanceChecking)\r
+ if (p.BoundingVolume == null || !RenderSettings.HeavierDistanceChecking)\r
return Vector3.DistanceSquared(calcPos, p.RenderPosition);\r
\r
Vector3 posToCheckFrom = Vector3.Zero;\r
//Get the bounding boxes for this prim\r
- Vector3 boundingBoxMin = p.RenderPosition - p.BoundingVolume.Min * p.BasePrim.Scale;\r
+ Vector3 boundingBoxMin = p.RenderPosition + p.BoundingVolume.Min * p.BasePrim.Scale;\r
Vector3 boundingBoxMax = p.RenderPosition + p.BoundingVolume.Max * p.BasePrim.Scale;\r
if (calcPos.X > boundingBoxMin.X &&\r
calcPos.X < boundingBoxMax.X)\r