   DX10 - Fustrum Culling help.
  Hello! i been working on fustrum culling and i can get it to work probely.i get it to render half of the screen as "Inside" the fustrum but not the other half, and so on. here is the codeD3DXVECTOR3 Hfar; //far clipplane heightfloat tang = (float)tan(ANG2RAD * cam.fov *0.5);Hfar.x = cam.farD * tang;Hfar.y = cam.farD * tang;Hfar.z = cam.farD * tang;D3DXVECTOR3 Wfar; //far clipplane widthWfar.x = Hfar.x * cam.ratio;Wfar.y = Hfar.y * cam.ratio;Wfar.z = Hfar.z * cam.ratio;D3DXVECTOR3 X;D3DXVECTOR3 Y;D3DXVECTOR3 Z;Z = cam.pos - cam.lookAt;D3DXVec3Normalize(&Z,&Z);X.x = cam.lookAt.x * Z.x; X.y = cam.lookAt.y * Z.y; X.z = cam.lookAt.z * Z.z; D3DXVec3Normalize(&X,&X);Y.x = X.x * Z.x;Y.y = X.y * Z.y;Y.z = X.z * Z.z;D3DXVECTOR3 normalDir;D3DXVec3Normalize(&normalDir,&cam.lookAt);D3DXVECTOR3 fc;fc.x = cam.pos.x - Z.x * cam.farD;fc.y = cam.pos.y - Z.y * cam.farD;fc.z = cam.pos.z - Z.z * cam.farD;//ftl = fc + (up * Hfar/2) - (right * Wfar/2)D3DXVECTOR3 ftl; //far top leftftl.x = fc.x + Y.x * Hfar.x - X.x * Wfar.x;ftl.y = fc.y + Y.y * Hfar.y - X.y * Wfar.y;ftl.z = fc.z + Y.z * Hfar.z - X.z * Wfar.z;//ftr = fc + (up * Hfar/2) + (right * Wfar/2)D3DXVECTOR3 ftr;//far top rightftr.x = fc.x + cam.pos.y * Hfar.x + cam.pos.x * Wfar.x;ftr.y = fc.y + cam.pos.y * Hfar.y + cam.pos.x * Wfar.y;ftr.z = fc.z + cam.pos.y * Hfar.z + cam.pos.x * Wfar.z;//fbl = fc - (up * Hfar/2) - (right * Wfar/2)D3DXVECTOR3 fbl;//far botom leftfbl.x = fc.x - cam.pos.y * Hfar.x - cam.pos.x * Wfar.x;fbl.y = fc.y - cam.pos.y * Hfar.y - cam.pos.x * Wfar.y;fbl.z = fc.z - cam.pos.y * Hfar.z - cam.pos.x * Wfar.z;if((ftr.x > meshBuffer.pos.x && ftl.x < meshBuffer.pos.x))   {    //Render;    }Thanks for any describing info or any fixing in the code!   
  I did not understand completely your sentence.Mabye a screenshot may say a lot more than words.   ;  No need any more, i just fixt it!   