Frustum Culling with modelview and projection matrixes

hi,
I have modelview matrix and projection matrix
say mdl[4][4] prj[4][4]
and an object with bounds min.x min.y min.z
max.x max.y max.z

someone knows the formulating frunstum check
with this parameters?
thanks

markun,
The “Frustum Culling” tutorial at the following URL might help. http://www.gametutorials.com/Tutorials/OpenGL/OpenGL_Pg5.htm

Transform the 8 corners of the box by the modelview-projection matrix, then put them into clip space. If all 8 corners are >= 1 or <= -1 on any axis, then it can be frustum culled. (Note there is an obvious optimization to get rid of the projective division.)

Mark Morley’s article on OpenGL frustum culling is a good resource.

[This message has been edited by ppinter1 (edited 05-27-2003).]