Frustum culling??

I’m having some serious issues with my frustum culling… it’s culling objects that should be on the screen (and whose drawn bounding spheres ARE on screen!!).

Please take a look:

Frustum class:

Frustum::Frustum()
{
getFrustum();
}

Frustum::~Frustum()
{
}

void Frustum::getFrustum()
{
float proj[16];
float modl[16];
float clip[16];
float t;

/* Get the current PROJECTION matrix from OpenGL */
glGetFloatv( GL_PROJECTION_MATRIX, proj );

/* Get the current MODELVIEW matrix from OpenGL */
glGetFloatv( GL_MODELVIEW_MATRIX, modl );

/* Combine the two matrices (multiply projection by modelview) */
clip[ 0] = modl[ 0] * proj[ 0] + modl[ 1] * proj[ 4] + modl[ 2] * proj[ 8] + modl[ 3] * proj[12];
clip[ 1] = modl[ 0] * proj[ 1] + modl[ 1] * proj[ 5] + modl[ 2] * proj[ 9] + modl[ 3] * proj[13];
clip[ 2] = modl[ 0] * proj[ 2] + modl[ 1] * proj[ 6] + modl[ 2] * proj[10] + modl[ 3] * proj[14];
clip[ 3] = modl[ 0] * proj[ 3] + modl[ 1] * proj[ 7] + modl[ 2] * proj[11] + modl[ 3] * proj[15];

clip[ 4] = modl[ 4] * proj[ 0] + modl[ 5] * proj[ 4] + modl[ 6] * proj[ 8] + modl[ 7] * proj[12];
clip[ 5] = modl[ 4] * proj[ 1] + modl[ 5] * proj[ 5] + modl[ 6] * proj[ 9] + modl[ 7] * proj[13];
clip[ 6] = modl[ 4] * proj[ 2] + modl[ 5] * proj[ 6] + modl[ 6] * proj[10] + modl[ 7] * proj[14];
clip[ 7] = modl[ 4] * proj[ 3] + modl[ 5] * proj[ 7] + modl[ 6] * proj[11] + modl[ 7] * proj[15];

clip[ 8] = modl[ 8] * proj[ 0] + modl[ 9] * proj[ 4] + modl[10] * proj[ 8] + modl[11] * proj[12];
clip[ 9] = modl[ 8] * proj[ 1] + modl[ 9] * proj[ 5] + modl[10] * proj[ 9] + modl[11] * proj[13];
clip[10] = modl[ 8] * proj[ 2] + modl[ 9] * proj[ 6] + modl[10] * proj[10] + modl[11] * proj[14];
clip[11] = modl[ 8] * proj[ 3] + modl[ 9] * proj[ 7] + modl[10] * proj[11] + modl[11] * proj[15];

clip[12] = modl[12] * proj[ 0] + modl[13] * proj[ 4] + modl[14] * proj[ 8] + modl[15] * proj[12];
clip[13] = modl[12] * proj[ 1] + modl[13] * proj[ 5] + modl[14] * proj[ 9] + modl[15] * proj[13];
clip[14] = modl[12] * proj[ 2] + modl[13] * proj[ 6] + modl[14] * proj[10] + modl[15] * proj[14];
clip[15] = modl[12] * proj[ 3] + modl[13] * proj[ 7] + modl[14] * proj[11] + modl[15] * proj[15];

/* Extract the numbers for the RIGHT plane */
frustum[0][0] = clip[ 3] - clip[ 0];
frustum[0][1] = clip[ 7] - clip[ 4];
frustum[0][2] = clip[11] - clip[ 8];
frustum[0][3] = clip[15] - clip[12];

/* Normalize the result */
t = sqrt( frustum[0][0] * frustum[0][0] + frustum[0][1] * frustum[0][1] + frustum[0][2] * frustum[0][2] );
frustum[0][0] /= t;
frustum[0][1] /= t;
frustum[0][2] /= t;
frustum[0][3] /= t;

/* Extract the numbers for the LEFT plane */
frustum[1][0] = clip[ 3] + clip[ 0];
frustum[1][1] = clip[ 7] + clip[ 4];
frustum[1][2] = clip[11] + clip[ 8];
frustum[1][3] = clip[15] + clip[12];

/* Normalize the result */
t = sqrt( frustum[1][0] * frustum[1][0] + frustum[1][1] * frustum[1][1] + frustum[1][2] * frustum[1][2] );
frustum[1][0] /= t;
frustum[1][1] /= t;
frustum[1][2] /= t;
frustum[1][3] /= t;

/* Extract the BOTTOM plane */
frustum[2][0] = clip[ 3] + clip[ 1];
frustum[2][1] = clip[ 7] + clip[ 5];
frustum[2][2] = clip[11] + clip[ 9];
frustum[2][3] = clip[15] + clip[13];

/* Normalize the result */
t = sqrt( frustum[2][0] * frustum[2][0] + frustum[2][1] * frustum[2][1] + frustum[2][2] * frustum[2][2] );
frustum[2][0] /= t;
frustum[2][1] /= t;
frustum[2][2] /= t;
frustum[2][3] /= t;

/* Extract the TOP plane */
frustum[3][0] = clip[ 3] - clip[ 1];
frustum[3][1] = clip[ 7] - clip[ 5];
frustum[3][2] = clip[11] - clip[ 9];
frustum[3][3] = clip[15] - clip[13];

/* Normalize the result */
t = sqrt( frustum[3][0] * frustum[3][0] + frustum[3][1] * frustum[3][1] + frustum[3][2] * frustum[3][2] );
frustum[3][0] /= t;
frustum[3][1] /= t;
frustum[3][2] /= t;
frustum[3][3] /= t;

/* Extract the FAR plane */
frustum[4][0] = clip[ 3] - clip[ 2];
frustum[4][1] = clip[ 7] - clip[ 6];
frustum[4][2] = clip[11] - clip[10];
frustum[4][3] = clip[15] - clip[14];

/* Normalize the result */
t = sqrt( frustum[4][0] * frustum[4][0] + frustum[4][1] * frustum[4][1] + frustum[4][2] * frustum[4][2] );
frustum[4][0] /= t;
frustum[4][1] /= t;
frustum[4][2] /= t;
frustum[4][3] /= t;

/* Extract the NEAR plane */
frustum[5][0] = clip[ 3] + clip[ 2];
frustum[5][1] = clip[ 7] + clip[ 6];
frustum[5][2] = clip[11] + clip[10];
frustum[5][3] = clip[15] + clip[14];

/* Normalize the result */
t = sqrt( frustum[5][0] * frustum[5][0] + frustum[5][1] * frustum[5][1] + frustum[5][2] * frustum[5][2] );
frustum[5][0] /= t;
frustum[5][1] /= t;
frustum[5][2] /= t;
frustum[5][3] /= t;
}

int Frustum::sphereInFrustum(float x, float y, float z, float radius )
{
ofstream logger(“frustumLog.txt”, ios::app);
logger << “Checking sphere at (” << x << ", " << y << ", " << z << ") with radius: " << radius << endl;;
int p;
float d;
int planesCleared=0;

for( p = 0; p < 6; p++ )
{
d = frustum[p][0] * x + frustum[p][1] * y + frustum[p][2] * z +
frustum[p][3];
if( d <= -radius )
{
logger << "Failed on plane " << p << " @ distance " << d << endl;
logger.close();
return 0;
}
if (d>=radius)
{
planesCleared++;
}
}
if(planesCleared==6)
{
logger << “Cleared all planes!” << endl;
logger.close();
return 2;
}
else
{
logger.close();
return 1;
}

}

The box class:

void Box::calcBounding()
{
if(length >= height && length >= width)
boundingRadius=length;
else if(height >= length && height >= width)
boundingRadius=height;
else
boundingRadius=width;

}

The linked list of scene objects (ie drawing code):

void ObjectList::drawObjects(Camera cam)
{
Object
current=head;
int x =0;
glInitNames();
glPushName(0);
while(current !=NULL)
{
// Draw the bounding sphere
glLoadIdentity();
cam->draw();
glColor4f(1.0f,1.0f,0.0f,0.8f); // Full Brightness, 50% Alpha ( NEW )
glEnable(GL_BLEND); // Turn Blending On
glDisable(GL_DEPTH_TEST);
glTranslatef(current->getX(), current->getY(), current->getZ());
auxSolidSphere(current->getBoundingRadius());
glDisable(GL_BLEND); // Turn Blending On
glEnable(GL_DEPTH_TEST);
glColor4f(1.0f,1.0f,1.0f,1.0f);
// End bounding sphere

  if(cam->viewFrust.sphereInFrustum(current->getX(), current->getY(), current->getZ(), 
  	current->getBoundingRadius()) !=0 )
  {
  	x++;
  	glLoadIdentity();
  	glPushMatrix();
  	(*cam).draw();		// Set the viewpoint
  	glLoadName(x);
  
  	(*current).draw();	// Draw the object
  	glPopMatrix();
  }
  current=(*current).getNext();	// Move to the next object

}
}

And last but not least, the actual engine code:

//init
Box *boxer=new Box(2.0f, 2.0f, 2.0f);
boxer->setColors(0.0f, 1.0f, 0.0f);
lister.setHead(boxer);
Box *boxest = new Box(0.5f, 0.5f, 0.5f);
boxest->setColors(1.0f, 0.0f, 1.0f);
boxest->move(-3.0f, 3.0f, 1.0f);
lister.addItem(boxest);

And the output that I get when running the program and constantly moving around:

Checking sphere at (0, 0, 0) with radius: 2
Checking sphere at (-3, 3, 1) with radius: 0.5
Checking sphere at (0, 0, 0) with radius: 2
Checking sphere at (-3, 3, 1) with radius: 0.5
Failed on plane 1 @ distance -2.62611
Checking sphere at (0, 0, 0) with radius: 2
Checking sphere at (-3, 3, 1) with radius: 0.5
Failed on plane 1 @ distance -2.62611
Checking sphere at (0, 0, 0) with radius: 2
Checking sphere at (-3, 3, 1) with radius: 0.5
Failed on plane 1 @ distance -2.62611
Checking sphere at (0, 0, 0) with radius: 2
Checking sphere at (-3, 3, 1) with radius: 0.5
Failed on plane 1 @ distance -2.62611
//Repeat pattern of last three lines until EOF

I’m so confused!! Any help is greatly appreciated!

I can see both drawn bounding spheres during the entire run of the program

[This message has been edited by sirSolarius (edited 01-18-2004).]

Oh, and any object placed at (0,0,0) is drawn no matter the direction that the camera is facing.