- frustum_edges[2] = Vector3(1/s, 0, x/s);
- frustum_edges[3] = Vector3(-1/s, 0, x/s);
+ frustum_edges[2] = matrix*Vector4(1/s, 0, x/s, 0);
+ frustum_edges[3] = matrix*Vector4(-1/s, 0, x/s, 0);
+
+ const Vector3 &camera_pos = camera->get_position();
+ Vector4 pos4 = compose(camera_pos, 0.0f);
+ for(unsigned i=0; i<4; ++i)
+ frustum_edges[i].w = -inner_product(frustum_edges[i], pos4);
+
+ const Vector3 &look_dir = camera->get_look_direction();
+ frustum_edges[4] = compose(look_dir, -dot(camera_pos, look_dir)-camera->get_far_clip());
+ frustum_edges[5] = compose(-look_dir, dot(camera_pos, look_dir)+camera->get_near_clip());
+
+ return true;