I have a scene graph with nodes holding transforms and bounding boxes in it,as well as a view frustum that I build each frame from the viewProjection matrix.However,the boxes have their 4 vertices' coordinates in the boxes' local space.What must I transform them by,to get them into the same space as the view frustum,so I can then check for intersection with the frustum?I tried bringing them into world space,but that was weird,since I have 50 world matrices(I use instancing and each instance has its own world/transform matrix)
How do I transform bounding boxes for view frustum culling?
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Usually you want to collide BB and frustum in word space. Raw algo:
Also you can do it in view space (but it not so good):
If you think that translating bounding boxes (4 verts) to world space is weird, think about how weird to do so with thousands of verts in meshes itself. =) As I understand, collision detection is far by more expensive, than this simple multiplication. But:
Hope its help!