float getMinMappedValue() {
		if (currentMesh != null)
			return getMinMappedValue(currentMesh);
		float min = Float.MAX_VALUE;
		for (int i = meshCount; --i >= 0;) {
			float challenger = getMinMappedValue(meshes[i]);
			if (challenger < min)
				min = challenger;
		}
		Logger.debug("minimum mapped value: " + min);
		return min;
	}