anchor.diff:      Ranger.AffineTransform transform = nodeToWorldTransform();
       Ranger.RectangleApplyAffineTransform(worldAABBox, transform);
   
  -    if (children == null)
  -      return worldAABBox;
  -
  -    // Iterate children collecting Bounding Boxes
  -    for(Ranger.Node child in children) {
  -      if (child is PolygonNode) {
  -        if (child.visible) {
  -          Ranger.MutableRectangle<double> bbox = child._calcAABBOfChild(transform);
  -  
  -          // Accumulate bounds. Union aabbox to bbox
  -          worldAABBox.union(bbox);
  -  
  -          bbox.moveToPool();    // Return to pool.
  -        }
  -      }
  -    }
  +//    if (children == null)
  +//      return worldAABBox;
  +//
  +//    // Iterate children collecting Bounding Boxes
  +//    for(Ranger.Node child in children) {
  +//      if (child is PolygonNode) {
  +//        if (child.visible) {
  +//          Ranger.MutableRectangle<double> bbox = child._calcAABBOfChild(transform);
  +//  
  +//          // Accumulate bounds. Union aabbox to bbox
  +//          worldAABBox.union(bbox);
  +//  
  +//          bbox.moveToPool();    // Return to pool.
  +//        }
  +//      }
  +//    }
   
       transform.moveToPool();
   
  
positive.code:     
      Ranger.RectApplyAffineTransformTo(polygon.aabbox, accumBox, transform);
  
      if (children != null) {
        // Iterate children collecting Bounding Boxes
        for(PolygonNode child in children) {
          if (child.visible) {
            // Recurse into children
            Ranger.MutableRectangle<double> childBox = child._calcParentAABB(transform);
            
            // Accumulate bounds. Union child bbox.
            accumBox.union(childBox);
            
            // Return bbox back to pool for next child.
            childBox.moveToPool();
          }
        }
      }
      
      transform.moveToPool();
      
  
negative.code:     // Take this node's aabbox and transform it 
      Ranger.RectApplyAffineTransformTo(polygon.aabbox, rect, at);
  
  //    if (children == null)
  //      return rect;
  //
  //    // Iterate children collecting Bounding Boxes
  //    for(PolygonNode child in children) {
  //      if (child.visible) {
  //        Ranger.MutableRectangle<double> bbox = child._calcParentAABB(at);
  //
  //        // Accumulate bounds. Union aabbox to bbox
  //        rect.union(bbox);
  //
  //        bbox.moveToPool();    // Return to pool.
  //      }
  //    }
  
      at.moveToPool();
  
  