Original Post
A Plane (specifcally D3DXPLANE) defined by 4 floats is supposed to be an infinitely long flat surface right?
Therefore, when testing a point on either side, if you set the plane perpendicular to the ground, the "height" of the point makes absoltely no difference, right? Just whether it is to the left or right?
Well how in the world is this happening in my program? I''m taking the left and right planes and testing all the points just according to those. I don''t really need culling top and bottom nor behind and far, I''m just trying to to simple culling by these 2 planes. This works fine when looking a little bit up but when I start to look down my terrain starts dissapearing. Height is obviously factored in here somewhere, but where could it be?