What is the best way to get the coordinates of each corner of the view frustum? I would like to get the projection of the view frustum onto the xz plane after the projection and camera transformations have been applied.
But still I am unclear - How can I extract the corners of the frustum from the combined Projection/View Matrix? The tutorial extracts plane definitions of the Normal vector / distance from origin format. I am looking for only the projection of the view frustum onto the xz plane.
I want to do view frustum culling for some heightmap terrain tiles. Rather than store and test a bounding box, I want to just test a bounding square against the quadrilateral formed by projecting the frustum onto the xz plane. Perhaps I can just send each vertex of the frustum throught the view matrix. I was using gluPerspective rather than glFrustum. I’m going to swith and try that…