result = (vec4(vertex,1.0) * modelview * projection)
result /= result.w
however if i use the current projection matrix i get the values in the range of [-1,1] (i think) of the current projection... how do i calculate the new projection from that?
for (int n = 0; n < 8; n++) { //RenderSphere(FurstumPoints[n], 5.0f, 10,10); FurstumPoints[n] = FurstumPoints[n] * ModelView; FurstumPoints[n] = FurstumPoints[n] * Projection; FurstumPoints[n] /= FurstumPoints[n].w; FurstumPoints[n] *= 200.0f; /7 some nice value to scale up with == WRONG }