I have two questions concerning Viewing Frustum inclusion of mesh faces and visibility of these faces.
What is the best way to determine if mesh faces are inside a Viewing frustum? I am considering to use the information from ViewportInfo.GetFar(Near)PlaneCorners method which gives 4 corners of this planes. Then I would constuct Truncated Pyramid and test, if the mesh faces are inside the frustum by Mitches’ function - Select objects inside solid … Is there any method that will do this in some easier way?
I also need to know, which faces contained in Viewing frustum are visible. Can I somehow use the ZBuffer? I don’t want to render the scene, I just want to return indices of faces, that are “in the front” in current view.