- Vector4 x_axis = *matrix*Vector4(1.0f, 0.0f, 0.0f, 0.0f);
- float radius_sq = bsphere->get_radius()*inner_product(x_axis, x_axis);
+ Vector4 x_axis = *matrix*Vector4(bsphere->get_radius(), 0.0f, 0.0f, 0.0f);
+ float radius_sq = inner_product(x_axis, x_axis);