Original Post
So I'm making a quad-tree. So essentially I am flattening the Camera Frustum(to the X/Z axis), and testing to see if it holds a bunch of squares or intersects them. The faster the routine the better. If it helps at all my square is a true square(equal length and width). edit: It's recently come to my attention that a trapezoid is just one truncated triangle. Thanks IRC haha. So now I just need to figure out how to test is a square is in a triangle. [Edited by - Cakey on June 22, 2009 5:22:54 PM]