title: Efficient frustum culling while using shaders
body: <p>I'd like to know what's the most efficient way of doing frustum culling using the programmable pipeline. I mean, if I understand correctly, following the method described here: <a href="http://www.lighthouse3d.com/tutorials/view-frustum-culling/clip-space-approach-extracting-the-planes/" rel="nofollow">Geometric Aproach</a> (by the way the only method described there that worked for me some time ago), functions like glGetFloatv(GL_MODELVIEW_MATRIX, ...) are not valid anymore, as the final vertex position is computed in shader stage. Do I have to compute the frustum planes on the client side for every bounding box transformation I have to check before rendering?</p>
  
  <p>Thanks.</p>