void RenderBoundingBox(SceneObject prim)
{
Vector3 scale = prim.BasePrim.Scale;
GL.PushMatrix();
GL.MultMatrix(Math3D.CreateSRTMatrix(scale, prim.RenderRotation, prim.RenderPosition));
if (RenderSettings.UseVBO && !occludedVBOFailed)
{
GL.DrawElements(PrimitiveType.Quads, RHelp.CubeIndices.Length, DrawElementsType.UnsignedShort, IntPtr.Zero);
}
else
{
GL.VertexPointer(3, VertexPointerType.Float, 0, RHelp.CubeVertices);
GL.DrawElements(PrimitiveType.Quads, RHelp.CubeIndices.Length, DrawElementsType.UnsignedShort, RHelp.CubeIndices);
}
GL.PopMatrix();
}