return { summary = 'Compute the bounding box of the Mesh.', description = [[ Computes the axis-aligned bounding box of the Mesh from its vertices. If the Mesh was created with the `gpu` storage mode, this function will do nothing and return `false`. If the Mesh does not have an attribute named `VertexPosition` with the `f32x3` (aka `vec3`) type, this function will do nothing and return `false`. Otherwise, the bounding box will be set and the return value will be `true`. The bounding box can also be assigned manually using `Mesh:setBoundingBox`, which can be used to set the bounding box on a `gpu` mesh or for cases where the bounding box is already known. Passes will use the bounding box of a Mesh to cull it against the cameras when `Pass:setViewCull` is enabled, which avoids rendering it when it's out of view. ]], arguments = {}, returns = { updated = { type = 'boolean', description = 'Whether the bounding box was updated.' } }, variants = { { arguments = {}, returns = { 'updated' } } }, related = { 'Mesh:getBoundingBox', 'Mesh:setBoundingBox', 'Pass:setViewCull', 'Collider:getAABB', 'Shape:getAABB', 'Model:getBoundingBox', 'ModelData:getBoundingBox' } }