I'm confused with the problem you're facing, all I can offer is some code I use for Frustum Culling. Hope it helps in any way.
/* Before rendering the object check if it is visible */
Object::IsVisible() {
Frustum frustum = scene->GetCamera()->GetFrustum();
frustum.Inside(this.position, this.radius);
}
/*
Create: Plane planes[6]
Iterate through all 6 planes, if the point is outside ANY plane;
it's not visible
*/
bool Frustum::Inside(Vec3 point, float radius) {
for (int i=0; i<6; ++i) {
if (!planes[i].Inside(point, radius)) return false;
}
return true; // Point is inside all planes
}
/* Up to you to find out how PointToPlaneDistance function works */
bool Plane::Inside(Vec3 point, float radius) {
float distance = Math::PointToPlaneDistance(this, point);
return (distance >= -radius); //We are out of visible area
}

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