Oh I see, yes there is a function in the utiklities that use Calculate AABB usin the support vertex function.
void CalculateAABB (const NewtonCollision* const collision, const dMatrix& matrix, dVector& minP, dVector& maxP)
Using support generates more acurate box that using Newton CalculateAABB because the secund funtion has to consider Padding for the Broaad Phase
plus the secund also uses LOD data and not the mesh data.
I am guessing see you are using it for calculation AABB on static meshes.
I am hopping you are using a scene collsion to place all those static meshes.
scene collision is the answer of Newton 3.00 to large scale static worlds that also need to be fragmented into smaller objects. stuff liek buildisn, pros, terrains, etc. all cna be place on a scene collision and they coun as a single body. the numbe of stuff that you can put there is unlimited.
and provide teh added bonus of automatic instacing even with scaling.
Ok I'l check that out tonight