+////////////////////////////////////////////////////////////////////////////////
+
+Mesh::Mesh(std::vector<GLfloat> v, std::vector<GLuint> i)
+ : vertices(v), indices(i)
+{
+ // Nothing to do here
+}
+
+float Mesh::min(size_t start) const
+{
+ float v = vertices[start];
+ for (size_t i=start; i < vertices.size(); i += 3)
+ {
+ v = fmin(v, vertices[i]);
+ }
+ return v;
+}
+
+float Mesh::max(size_t start) const
+{
+ float v = vertices[start];
+ for (size_t i=start; i < vertices.size(); i += 3)
+ {
+ v = fmax(v, vertices[i]);
+ }
+ return v;
+}
+////////////////////////////////////////////////////////////////////////////////
+