   bounding box min and max wont change as the object is scaled
  how come when you get the min and max points with D3DXComputeBoundingBox((D3DXVECTOR3*)pVertices, meshTeapot->GetNumVertices(), D3DXGetFVFVertexSize(meshTeapot->GetFVF()), &minBounds, &maxBounds);but also i have a matrix doing thisD3DXMATRIX MatFinal =  scaleMat * matRotateY * matTrans;i was expecting the min and max bounding points to change as the teapot gets bigger but it seems it stays the same?, does anyone know why?   
  Hi. If matfinal is applied to the vertices then when you call computeboundingboxMin and max would be larger. If matfinal is passed to a shader to render then no min and max the same as when the mesh was loaded. I think what you need to do is scale min and max values as well.   ;  i am not using any shaders, and i dont think scaling the min max values will get the correct values as the teapot gets bigger..   