I have problems implementing frustum culling in my Quake 3 BSP map viewer.
Faces near the left and right edges sometimes are incorrectly getting culled by the frustum culling code. If i turn off the frustum culling the map is rendered correctly (although slower).
http://pastebin.com/m5fce5afa - Frustum. Setups the frustum planes and tests where a leaf is inside frustum
http://pastebin.com/m2cf93fae - BSPPlane. Used to test if a point is behind, in front or on plane
http://pastebin.com/m5f99adbe - BSPMap. Calls the frustum culling code to elimate leafs
http://pastebin.com/m2402a3a3 - BSPViewer. Handles the rendering of the map
http://pastebin.com/m2402a3a3 - BSPFileReader. Handles reading the quake 3 BSP file. Converts from quake 3 coords to opengl coords. Coords are also scaled down in this code.