
When bounding box’s all 8 vertex is out side the frustum, it won’t be rendered.
But if sth happened like shown above. That object should be in the display list. Any idea?
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Because you are calculating the intersection as if the box is bunch of points, instead of a bunch of lines. This is how I do it in pseudo-code:
If your box is an AABB, you create a static array of vertex indices for
findOpposingPointsMostPerpendicularToPlane()and then map to them using the sign of the plane normal components.