   Frustum vs Point
  Hi, I'm implementing a frustum culling algorithm in a vertex shader for OpenGL (using GLSL) and I have a problem with the equations (don't work as planned).Here's the algorithm :I have :-pos is the center of the aabb-l is the length of the aabb-Mp is a projection Matrix-Mm is a ModelView Matrix-pt = Mp * Mm * pos; (So it's the transformed position of the center)Pt is in the frustum if ALL the following assertions are wrong :- pt.x + l/2 < -pt.w; - pt.x - l/2 >  pt.w;- pt.y + l/2 < -pt.w;- pt.y - l/2 >  pt.w;- pt.z + l/2 < -pt.w; (Note : for directX, it's pt.z + l/2 < 0 ) - pt.z - l/2 >  pt.w;But it's not working properly, some objects get culled even though they are still visible.Have I done something wrong ?Regards, B[Edited by - at0m on April 27, 2010 11:00:25 AM]