   Frustum Culling terrain
  I'm trying to decide a good method of culling my terrain chunks while not using too much CPU. I have a quadtree already organized, I just need to decide on how I'm going to bound the chunks (i.e. cube, sphere, projected quad).I've already chosen to use a quadtree instead of an octree because the terrain height won't vary too much. But in the end the terrain altitude does have to be concidered somehow.Any suggestions on how to go about this?   
  Have a look at this thread, I pretty much have explained the whole story about how to frustrum cull quadtree nodes thereHow to do frustum checks for a QuadTree?