Optimized this by doing the math in voxel scale and then scaling up at end. This saved us on copying and scaling the AABox.

======
**Before**
```
Running Time	Self		Symbol Name
465662.0ms   17.0%	43621.0	 	OctreeElement::calculateShouldRender(ViewFrustum const*, float, int) const
241042.0ms    8.8%	23063.0	 	 OctreeElement::furthestDistanceToCamera(ViewFrustum const&) const
 60473.0ms    2.2%	9450.0	 	  AABox::scale(float)
 46964.0ms    1.7%	3802.0	 	  AABox::AABox(AABox const&)
 34677.0ms    1.2%	3019.0	 	  float glm::dot<float, (glm::precision)0, glm::detail::tvec3>(glm::detail::tvec3<float, (glm::precision)0> const&, glm::detail::tvec3<float, (glm::precision)0> const)
 31625.0ms    1.1%	23806.0	 	  ViewFrustum::getFurthestPointFromCamera(AABox const&, glm::detail::tvec3<float, (glm::precision)0>&) const
  5144.0ms    0.1%	5144.0	 	   AABox::getScale() const
  2675.0ms    0.0%	2675.0	 	   AABox::getCorner() const
```

**After**
```
Running Time	Self		Symbol Name
42310.0ms   11.6%	6220.0	 	 OctreeElement::calculateShouldRender(ViewFrustum const*, float, int) const
18616.0ms    5.1%	2567.0	 	  OctreeElement::furthestDistanceToCamera(ViewFrustum const&) const
 5071.0ms    1.3%	428.0	 	   float glm::dot<float, (glm::precision)0, glm::detail::tvec3>(glm::detail::tvec3<float, (glm::precision)0> const&, glm::detail::tvec3<float, (glm::precision)0> const)
 4669.0ms    1.2%	3503.0	 	   ViewFrustum::getFurthestPointFromCameraVoxelScale(AABox const&, glm::detail::tvec3<float, (glm::precision)0>&) const
 3613.0ms    0.9%	1532.0	 	   glm::detail::tvec3<float, (glm::precision)0> glm::detail::operator-<float, (glm::precision)0>(glm::detail::tvec3<float, (glm::precision)0> const&, glm::detail::tvec3<float, (glm::precision)0> const&)
 1484.0ms    0.4%	477.0	 	   glm::detail::tvec3<float, (glm::precision)0>::tvec3()
  394.0ms    0.1%	394.0	 	   OctreeElement::getAABox() const
```