i'm interested in frustum culling large chunks of the game world.
in this case a "chunk" is 26400 x 26400 in size, and the frustum is just 300 units deep.
so a simple AABB frustum cull that checks BBox corners won't work, due to chunks that entirely span the frustum.
so i'm thinking calculate relative headings to chunk centers and corners, and compare them to the horiz FOV. perhaps combined with some range checks. i don't really need to clip to the upper or lower planes, i'm just trying to figure out which chunks are "not in front of" the camera, so i can skip drawing them entirely. so i don't really care about the y component.
in most cases, only the chunk the player is in will be visible. but adjacent chunks can be visible when the player is near the edge or corner of a chunk.
any other (possibly less ugly) approaches come to mind?
i know that i could convert the chunk into a quad of 2 triangles then edge clip them to the frustum, then check what's left of them to see if the chunk is in the frustum (as though i was drawing and clipping 2 tris myself), but that seems like overkill.