Original Post
I have my terrain split up into chunks, depending on size and other paramters, at the moment its 8x8, giving me 64 tiles. Each tile has a bounding box, which obviously has 8 points. I then use these 8 points to test if a tile is in the camera frustum and needs to be drawn. I do this, by testing each of the 8 points against the 6 frustum planes in a loop. If any of the 8 points has a location within the frustum, i dont test the rest, i drop out of the loop and draw the tile, as i conclude there is an intersection BUt ive noticed when walking around the terrain, this method presents the following problems, where look down of positioning the camera in such a way, fails tests, that really need to be drawn, shown in 2d from a side view. The blue box, is a bounding box for some terrain tile The red points mark the failed test points, and green vice versa The green plane marks the terrain
As you can see, example 2 and 3 fail, but need to be drawn. How can i resolve this issue? I can see the same thing happening for other objects with bounding boxes. Lets say i had a very large tree, at some point, when i get too close to it, its going to happen where although the tree is inside the frustum, all the bounding box points may not be, as in example 3.
As you can see, example 2 and 3 fail, but need to be drawn. How can i resolve this issue? I can see the same thing happening for other objects with bounding boxes. Lets say i had a very large tree, at some point, when i get too close to it, its going to happen where although the tree is inside the frustum, all the bounding box points may not be, as in example 3.