So how would I add an offset to a bounding sphere and have the frustum use that instead of the original bounding?
Was an old topic on it, but in that I think I was using CPU vertex manipulation.
This time I am using the GPU to displace a sphere to certain amounts and need it to stay rendering when just he peaks of the displacement are visible.
Will this old method work with that as well?
Damn I guess that totally worked again… thanks @Delta for the old prior solution.