BoundingBox - different volumes on the same model

Even it's not a real solution and I have no idea what is causing it, why don't you just lock them before calculating the size then?

Unfortunately this still makes me problems. Thing is, a different BoundBox size results in a different center vector along with big problems when i try to position the boxes as seen on the screenshot. And i think basing the translation on world bounds is the only option…

Any ideas or hints what might cause this?  :|

can you create a simple testcase to reproduce the problem ?

I think i just found the soure of my problems. I should have mentioned that i'm using a StandardGame derivate (StandardCanvasGame) and my setup is not called by the 'OpenGL-Thread'.

After queueing the 'updateModelBound()' call in the GameTaskQueue every box got the correct BoundingBox size.

                  currentBox.setModelBound(new BoundingBox());
             GameTaskQueueManager.getManager().update(new Callable<Object>() {
                 public Object call() throws Exception {
                       return null;

Might this explain my problem? Or do you still like to have a simple testcase?