I want to do some basic view frustum culling, using bounding spheres for my objects.
The spheres are positioned in world space and I am constructing planes for my frustum.
I then calculate the distance between my spheres centers and each plane and if it is bigger than the radius and on the wrong side, the object is culled. This can be optimized by first culling with a sphere around the frustum and maybe some caching for the plane that culled an object in the previous frame and generally works great. Something like this can be found easily online and is most probably good enough for most cases.
A problematic case looks like this:

where "View" is the visible area, "PL" the left plane, "PB" the bottom plane and "P" the center of the sphere to cull.
It is obviously inside the top and right plane (where ever those are) and while the point is clearly on the wrong side of PL and PB, the distance to each minus the radius is inside the both planes, but still the sphere would not be visible.
This usually shouldn´t be a problem, but I am using it to cull lights for tiled shading, so I´ve got many small frustums and many in comparison big spheres, so this is a big issue.
The solution I came up with is simple, all I do is (additional to the culling above) storing the distances to the planes and using pythagoras to get the squared distance to the frustums corner which means for example for the case above: distToPL*distToPL+distToPB*distToPB
For visibility, the result can be compared to the squared radius.
Now I am wondering if this makes sense (I am not completely sure if maybe the perspective frustum breaks it? From my understanding it shuldn´t, but that doesn´t have to mean much...) and if there is any better alternative?