I have a quadtree terrain, but nearby quads are being culled. Like so:
I was thinking maybe its my frustum extraction code? This is in OpenGL by the way in case matrix layout has any bearing on the problem and I am using the glm mat4x4 and vec4 types to represent my projection matrices and frustum planes
void Frustum::Extract(const vec3& eye,const mat4x4& camMatrix)
{
m_pos = eye;
m_modView = camMatrix;
m_projMatrix = GraphicsApp::GetInstance()->GetProjection();
mat4x4 MVPMatrix = m_projMatrix * m_modView;
for(int plane = 0; plane < 3; plane ++){
int index = plane * 2;
m_planes[index] = MVPMatrix[3] - MVPMatrix[plane];
NormalizePlane(index);
}
for(int plane = 0; plane < 3; plane ++){
int index = plane * 2 + 1;
m_planes[index] = MVPMatrix[3] + MVPMatrix[plane];
NormalizePlane(index);
}
}
void Frustum::NormalizePlane(int index){
float normFactor = m_planes[index][0] * m_planes[index][0] + m_planes[index][1] *
m_planes[index][1] + m_planes[index][2] * m_planes[index][2];
m_planes[index] /= normFactor;
}






