float getMaxMappedValue() {
		if (currentMesh != null)
			return getMaxMappedValue(currentMesh);
		float max = -Float.MAX_VALUE;
		for (int i = meshCount; --i >= 0;) {
			float challenger = getMaxMappedValue(meshes[i]);
			if (challenger > max)
				max = challenger;
		}
		return max;
	}