Then input all the vertices etc to calculate my bounding box, and put them into multiple D3DXVECTOR3 to hold all the values of the corners of my bounding box.D3DXComputeBoundingBox()
I then simplify it to make collision handling less CPU intensive by making it so the bounding boxes are all on the same axis.... ( This step is pretty irrelevant to my question )
So now i have my bounding box with a number of x y and z co ordinates.
This is where im struggling, i need to convert my bounding box into world space so it knows where it is in the world. Currently i do this by each entity holding its own position in the world, it knows where it is and when it comes to render it is rendered at that specific position. Each time a specific entity moves the bounding box is updated with the object. So if it is resized the bounding box is resized the same amount, if the object moves the position of the bounding box is also moved the same amount.
Am i doing this the correct way, i feel my process is awefully ineffecient. Because with every object movement i have to update a box. Can someone point me in a more sensible direction or am i doing this the correct way?