Jump to content
  • Advertisement
Sign in to follow this  

OBB vs. frustum intersection test - what's missing?

This topic is 2929 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

For the past few days I've tried to extend my frustum culling implementation by oriented bounding boxes (OBB) and although there's plenty of material with different implementations on the web, I haven't managed to get it working. I guess my poor math skills are to blame for that. I understand that I have to integrate the OBB's rotation into the intersection tests but how exactly, I'm not sure.

The first link is an excerpt from my AABB vs. frustum intersection code which is working just fine; the second link contains two implementations of OBB vs. frustum intersection tests which do not work as expected; both are inspired by forum or blog posts and have been verified by several people to be working fine. so obviously, I'm missing something. The 2nd implementation, for example, does not seem to consider the box's rotation at all - the visibility test reports the same results as it would with no rotation applied.

I know there have been numerous threads about this already and I read them all and still can't find what's wrong.

I'd be grateful if someone could have a look. Thank you!

AABB vs. frustum (working): http://pastebin.com/PEeDKLET
OBB vs. frustum (not working): http://pastebin.com/5JGSwE9X

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!