#include <Aspect_PolygonOffsetMode.hxx>
+#include <Precision.hxx>
+
#include <stdio.h>
//=============================================================================
{
Graphic3d_BndBox4d aBox;
addTransformed (aBox, Standard_True);
+
+ // Workaround for zero size components, to avoid clipping issues
+ Graphic3d_BndBox4d::BVH_VecNt aSizeVec = aBox.Size();
+ if (aSizeVec.x() < Precision::Confusion())
+ {
+ aBox.CornerMin().x() -= Precision::Confusion();
+ aBox.CornerMax().x() += Precision::Confusion();
+ }
+ if (aSizeVec.y() < Precision::Confusion())
+ {
+ aBox.CornerMin().y() -= Precision::Confusion();
+ aBox.CornerMax().y() += Precision::Confusion();
+ }
+ if (aSizeVec.z() < Precision::Confusion())
+ {
+ aBox.CornerMin().z() -= Precision::Confusion();
+ aBox.CornerMax().z() += Precision::Confusion();
+ }
+
if (aBox.IsValid() && myCStructure->TransformPersistence.Flag == 0)
{
Graphic3d_Vec4 aMinPt (RealToShortReal (aBox.CornerMin().x()),