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Testing for Plane Intersection

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im creating a terrain engine, managed by quadtrees, how do i test if part of a tile is within the frustum, since it is posible that all the points lie out side?
tile    
 ______ 
|      |
|      |
|_/\___|
 /  
frustum 
 
in the diagram part of the tile is in the fustrum, but none of the corner points are, how can i quickly test for this? Edited by - aleks_1661 on December 11, 2001 7:41:42 AM Edited by - aleks_1661 on December 11, 2001 7:42:15 AM Edited by - aleks_1661 on December 11, 2001 7:42:56 AM Edited by - aleks_1661 on December 11, 2001 7:43:46 AM

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Guest Anonymous Poster
You should treat your tile as axis aligned bounding box and test it for frustum culling. You can find a tutorial about this at

http://www.neobrothers.de

The code is written in Pascal but it''s easy to read even for C++ programmers.

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