rem: inline_ void ComputeMinMax(Point& min, Point& max, const VertexPointers& vp)
add: inline_ void ComputeMinMax(IceMaths::Point& min, IceMaths::Point& max, const VertexPointers& vp)
context: inline_ void ComputeMinMax(Point& min, Point& max, const VertexPointers& vp){	// Compute triangle's AABB = a leaf box#ifdef OPC_USE_FCOMI	// a 15% speedup on my machine, not much	min.x = FCMin3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);	max.x = FCMax3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);	min.y = FCMin3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);	max.y = FCMax3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);	min.z = FCMin3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);	max.z = FCMax3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);#else	min = *vp.Vertex[0];	max = *vp.Vertex[0];	min.Min(*vp.Vertex[1]);	max.Max(*vp.Vertex[1]);	min.Min(*vp.Vertex[2]);	max.Max(*vp.Vertex[2]);#endif}