im currently working on frustum culling and looked for frustum-box intersection tests.
i found a tutorial appearing all the time: http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-testing-boxes-ii/
even here in the forum: http://www.gamedev.net/topic/512123-fast--and-correct-frustum---aabb-intersection/
during debugging some objects that should be culled were rendered so i looked deeper into it..
i made a picture to visiualize my problem..
is it possible that the algorithm misses that case?
what is the common solution to address this? I'm fine with AABBs ;)