[QUOTE]Originally posted by Toom:
[b]If anyone is interested, I’ve written up a small tutorial on Frustum Culling with OpenGL. It provides code for extracting the current frustum planes and routines to test points, spheres, and cubes against the frustum.
To Toom (and everybody):
Thank you very much for this very usefull tutorial.
I don’t know anything about matrix math but i know how to use your tutorial.
However, i have a related question wich, i hope, you can answer very easily:
I have a camera with a very small field of view (about 1 degree) which can be moved, tilted and turned freely. For all objects, i use your culling code but there is also a “world” (sea-surface and sky).
Considered the small field of view, the world is very large in terms of viewing volumes. Therefore, i want to construct the world “on the fly” but only the part of it which is actually visible.
What i think i need to do this is the combined viewing volume as [min-x max-x min-y max-y min-z max-z].
The best solution would be an addition to your culling code since i am using it already.
Can you or any body help me, please?
Thank you very much in advance: