Defer bbox generation for rigged meshes until actually loaded. Fix math bug.
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@@ -1943,6 +1943,10 @@ void renderBoundingBox(LLDrawable* drawable, BOOL set_color = TRUE)
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gGL.diffuseColor4f(0,1,0.5,1);
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}
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}
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else if (drawable->getVObj()->asAvatar())
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{
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gGL.diffuseColor4f(.5, 0, 1, 1);
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}
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else
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{
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gGL.diffuseColor4f(1,0,1,1); // magenta
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