I'm trying to implement frustum culling. I'm currently following this tutorial:
Now correct me if i'm wrong, but extracting the frustum planes from proj * view will result in the frustum planes in eye-space.
So, in order to test a point against that frustum said point would also have to be in eye space (point * view * proj), right?
Assuming that the above statement is correct, would it not make more sense to simply extract the frustum planes in world space?
I tried to extract said planes in world space by building the following matrix
glm::mat4 worldFrustum = cameraWorldTransformMatrix * projectionMatrix;
However, extracting the planes from that matrix & running the intersection tests from the above article yield some wrong results.
Is my math correct? Can anyone give any insight?
I can post some code if needed.