Creating a frustum for culling in world space glm matrices I need to do frustum culling where the bounding boxes are in world space to determine which entities get to be updated drawn. I was trying to use the classic projection view matrix plane extraction method but it doesn't seem to work with perspective matrices created by GLM. Is this method appropriate for world space culling? It seems like it would be (takes the eye position into account and the projection matrix shapes the frustum). I've only looked at the near far planes extract so far and they're wrong for a frustum sitting at the origin (Both have a c component that's negative which means near and far are facing the same direction). Also, since the d components can't match the near far clipping values with this method is it wrong for world space culling?