I have an OpenGL program that uses frustum culling, and i have a model that is half inside the frustum and half outside the frustum and the triangles (of the model), and all the vertices of the model are stored in some model struct, and to see if a face is in view, that face's vertices are compared with the planes of the frustum.
Until here everything works as it should. But if i rotate the model (let's say 90º) using glRotatef, the model will obviously appear rotated on screen, however the vertices stored are the same as if the model is not rotated, so OpenGL will cull the faces that wouldn't be visible if the model wasn't rotated.
How would i fix this?
Should i create my own rotate function, to be able to know the current position of a vertex by using the angle and the initial position?
Hope you can understand the question, and thanks in advance.






